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fOR How to play the worlds most popular board game Murray Chandler Helen Milligan
Transcript
Page 1: fORdl.booktolearn.com/ebooks2/entertainment/... · PART ONE * The Chessboard & Pieces * The Starting Position * How the Pieces Move * I I I ! I l ,r\ It Wal raining, and Ceorge wa1

fOR

How to play the world-'s

most popular board game

Murray Chandler Helen Milligan

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Chess for Children

Murray Chandler Helen Milligan

Illustrations by Cindy McCluskey

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First published in the UK by Gambit Publications Ltd 2004 Reprinted 2006, 2007, 2008, 2009, 201 0, 201 1 Copyright © Murray Chandler & Helen Milligan 2004

The right of Murray Chandler and Helen Milligan to be identified as the authors of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1 988. All rights reserved. No part of this publication may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise), without prior permission of the publisher. In particular, no part of this publication may be scanned, transmitted via the Internet or uploaded to a website without the publisher's permission. Any person who does any unauthorized act in relation to this publication may be liable to criminal prosecution and civil claims for damage.

ISBN-13: 978-1 -904600-06-0 ISBN-1 0: 1 -904600-06-9

DIST RIBUT IO N: Worldwide (except USA): Central Books Ltd, 99 Wallis Rd, London E9 5LN, England. Tel + 44 (0)20 8986 4854 Fax +44 (0)20 8533 5821 . E-mail: [email protected]

Gambit Publications Ltd, 99 Wallis Rd, London E9 5LN, England. E-mail: [email protected] Website (regularly updated): www.gambitbooks.com

Edited by Bad Bishop Ltd Typeset by Berfort Reproductions Ltd Illustrations by Cindy McCluskey of FatKat Animation Printed in Great Britain by the MPG Books Group, Bodmin and King's Lynn.

1 0 9 8 7

Gambit Publications Ltd Managing Director: GM Murray Chandler Chess Director: GM john Nunn Editorial Director: FM Graham Burgess German Editor: WFM Petra Nunn Webmaster: Dr Helen Milligan W FM

Acknowledgements: junior chess coaches jonathan Tuck and Heather Lang for helpful suggestions; Eddie Sturgeon for typography; the Collister: family, Christina Harvey, John & Chris Constable, Karen Chandler, Graham Burgess, John Nunn and Beverley Brackett for additional assistance.

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CONTENTS

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ............................................. 4

PART ONE The Chessboard & Pieces ................... . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 6 The Starting Position ....... . . . . . . . . . . . . . . . . .......... . . . ......................... .7 Terribly Tough Test Number One . . .. . . . . . . . . . . . . . . . .. .. . . . . . ... . . . . . 8 How Bishops & Rooks Move ........................................ ... 9 Terribly Tough Test Number Two 12 How Queens & Kings Move 13 Terribly Tough Test Number T hree 16 How Pawns & Knights Move 1 7 Terribly Tough Test Number Four .. . . . . . . . . . . . . . . ................ 20 Exercises . . . . . . . . . . . . . . . . . . . .......... ............. . . . . . . . ....................................... 2 1 Mini-Chess Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ......................... .22

PART TWO learning Chess Notation . . . . . . . . . . . . . . . . . . . . . . . 24 How to Read & Write Chess Moves ................... .... .26 A Sample Chess Scoresheet . . . . . . . . . . . . . . . . . . . . . . . . ...... ...... . . . ....... 28 Terribly Tough Test Number Five . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 The Values of the Pieces . . . . . . . . . . . . . . . . . . . . . ... .............. ....... . . . . .. 31 Terribly Tough Test Number Six . . . . . . . . . . . ..... ......... .34 Practicing Moves & Captures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Terribly Tough Test Number Seven . . . . . . . . . . . . . . . . . . . . . . . . . . ..42 Practicing Checks . . . . . . . . . . . . . . . ......................... . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Giving and Escaping Checks ................... ......................... ..45 Terribly Tough Test Number Eight . . . . . . .. ..................... ..48 Giving Checkmate! . . . . . . . . . . . . . ..................... ................. . . . .... . . . . . . 49 Practicing Checkmate! . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........................... .51 Terribly Tough Test Number Nine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54

PART TH REE learning t o Castle ............................ ........ . . . . . . . . . . . . . . . . . . . ...... . . . . .56 An Example of Castling during a Game ......... .......... .59 Terribly Tough Test Number Ten . . . . . . . . . . . . . . . . . . . . . 60 Pawn Promotion ....... ........... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

How Many Queens Can I Have? ..... . . . . . . . . ... ................ 64 Terribly Tough Test Number Eleven .. . . . . . . . . . . . . . . . ......... 66 The en passant Capture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..................... 67 Practicing en passant Captures ...................... ........ . . . . . . . . 69 Terribly Tough Test Number Twelve . . . . . . . . . . . . . . . . . . . . . . . . . .70

PART FOUR How Chess Games are Drawn . . . . . . . . . . . . . . . . . . .......... . . . .. .... .72 Draws by Agreement . . . . . . . . . . . . . . . . .. ................... . . . . . . . . . . . . . . . . . . . .72 Draws by Stalemate ..................... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ .73 Draws by Repetition of Position ............... . . . . . . . . . . . . . . . . . . . 75 Terribly Tough Test Number T hirteen . . . . . . . . . . . . . . . . . . . . . . . . 76 Winning Your First Games ........ . . . . . . . . . . . . . . . . . . . . . . . . . .......... .77 Checkmate with a Queen . . . . . . . .. . . . . . . . .. . . . . . . . . . . . . ................. .78 Checkmate with Queen & Rook ....... . . . . . . . . . . . . . . . . . . . . .. . . . 80 Checkmate with Two Rooks . . . .. . ........................... 81 Terribly Tough Test Number Fourteen .... . . . . . . . . . . . . . . . . . . . . 82

PART F IVE Some Basic Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ............................... 84 fur� ......... ........ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ............ ........... . . . . . . . . . . . . . . . .. 84 �ns........... ........ . ........................ ............................................. 86 Skewers ......... ..... . . . . . .... .. . . . . . . . . .. . . . . . . . . . . . . . . . . .......................... . . . . . . . . . .... 87 Terribly Tough Test Number Fifteen . . . . . . . . . . . . . . . . . . . . . . . . . . .. 88 How to Begin a Chess Game . . . . . . . . . . . . . . . . ............ ............ 89 White's Dream Opening Position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 An Opening Trap to Avoid . . . ....... . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .. ... . . 93 Different Ways to Open a Game . . . . . ............................. 94 Terribly Tough Test Number Sixteen ............................ 96 Planning & Strategy ............ ............. . . . . . . . . ............. . . . . . . . . . . . . . . . . . . 97 Terribly Tough Test Number Seventeen 100

PART SIX George v Kirsty: the Big Match 1 01 Solutions to Terribly Tough Tests ................................ 1 08

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4

Introduction

Chess is the most exciting and challenging game of strategy ever invented. It has captivated enthusiasts for thousands of years, all around the world.

In a game of chess it is pure skill- not luck- that decides who wins. You and your opponent each start with 16 chessmen, on a chessboard of 64 squares. What happens next depends entirely on you. You use your forces to try and outwit your opponent, with the plan of checkmating his king. You might come up with a grand scheme to capture some enemy pieces. But a clever opponent might stop your plan, whilst hatching a devious scheme of his own! You'll need all of your powers of mental concentration to outplay someone at chess.

Learning to play chess is surprisingly easy. This book shows how all of the pieces move, and teaches chess notation plus some basic strategy. Soon you can en joy playing games with your friends, or with any Grand Alligators of chess that might be passing.

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PART ONE

* The Chessboard & Pieces * The Starting Position * How the Pieces Move *

I I I ! I l

� ,r\ It Wal raining, and Ceorge wa1

bored with watching TV. "I know what to do, II 1aid Kir1ty, hi1 pet alligator.

"Let'1 play che11. lt'1 really ea1y. I'll teach you. 11

"That'1 a great idea, 11 1aid Ceorge. "But I want to learn che11 properly. So NO TALL TALES, or I'll f/ud

you down the �.._,__-"'

you-know-what. II

"Me fell tale1? No way!" 1aid Kir1ty. "Did you know my Uncle wa1 a Crandma1fer?"

5

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The Names of the Chess Pieces

Each player (whether playing with the white pieces or the black pieces) starts the game with 1 6 pieces. You have 8 pawns, 2 rooks, 2 knights, 2 bishops, 1 king and 1 queen . Here are symbols we use to show each piece :

8 The wh ite pawn ' The black pawn

lZJ The wh ite kn ight � The black kn ight

� The white bishop .t The black bishop

g The white rook .! The black rook

Viti The wh ite queen 'iV The black queen

� The white king • The black king

Al l the pieces have their own special ways of movi ng, and capturing other pieces. We wi l l look at thei r powers shortly.

6

The Chessboard

Chess is played on an 8 x 8 board . When you play chess, be su re to place the chessboard correctly in front of you - with a light square on your right-hand side.

'White on the right' is the easy way to remember. Perhaps some great chess h istorian cou ld explain why, but for the moment, that is just the way it is !

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The queen always starts on a square

of her own color. This will help you remember how to set up the queen and

king in the right position.

The Starting Position

Here are all the pieces and pawns set up in the starting position . Every game of chess begi ns from this position, with the pieces on these squares. The white pieces are at one end, and the black pieces are at the other.

Each player takes tu rns to make one move at a time. White always makes the fi rst move, and Black repl ies with his move.

You wi n at chess if you trap the enemy king. When the enemy king is attacked, and has no escape, this is cal led "Checkmate ! "

7

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Terribly Tough Test Number One

Win 1 poi nt for every correct answer. These puzzles wi l l test you r ski l ls at nam ing the pieces and setting up a chessboard correctly. Write down your answers if possible. Solutions: page 108.

1 ) Name the chess pieces There is one white piece and one black piece on this chessboard. Can you name which pieces they are?

3) Count the pawns The pawns are all in their starting positions. How many pawns are on the board at the start of a game of chess?

8

2) Spot the missing pieces The players are ready to start a game -but there are four pieces missing! Can you work out which pieces are missing?

4) Count the knights All the pieces are in their starting positions. How many knights are there on a ·chessboard at the start of a game?

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How Bishops & Rooks Move

"Thi9 ons i9 ths bi9hop, 11 9aid Kir9fy. "They move and capture only along ths diagonal$. 11

"That'$ not too hard, 11 9aid fJsorgs. "8i9hop taks9 mou9Sf11

"That'$ nothing, 11 9aid Kir9fy. "I captured a moo9s ones, at ths ' l. old Lone Pins tournament of '79. 11

9

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How the Bishop Moves Jl.i.

Bishops move diagonally, i n straight l i nes on ly. They can move as many sq uares as they li ke, right up to the edges of the board . They can move forward or backwards along the d iagonals.

This white bishop can move to any of the

squares shown by the arrows.

Bishops can't j ump over pieces. The whole track that they run along must be clear of pieces or pawns. You can't go 'th rough' or jump over one of your own pieces or pawns. However, if one of your opponent's pieces or pawns stands in the way of your bishop, you can capture it, take it off the board, and put your bishop on its square.

10

Here the black bishop can only move to the

squares marked by the arrows.

The bishop cannot jump over pieces - you can see the black knight is blocking some of the bishop's possible moves.

However, the bishop can capture the white

pawn if it wants.

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How the Rook Moves g .1.

You have two rooks. Sometimes you might hear people cal l i ng them 'castles', because that's what they look l ike, but real chess-players always cal l them rooks. Rooks move only i n straight l i nes along the board . They can move forward or backwards (along the fi les) or side-to-side (along the ranks) .

The white rook can move to any of the squares

shown by the arrows.

Rooks capture exactly the same way that they move. They cannot jump over other pieces.

Here the black rook has a choice of two white pieces to capture. It can take the white bishop,

or it can take the white queen.

But the black rook cannot take the white knight! The path is blocked by his own pawn.

11

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Terribly Tough Te1t Number Two

Win 1 point for every correct answer. Bishops and rooks can move the length of the chessboard if they want, so th ink carefu l ly about each puzzle. Write down your answers i f possible. Solutions: page 108.

1 ) White to move The white bishop can capture a black piece in this position. Is it the black knight or the black pawn?

3) White to move How many black pieces is the white rook attacking in this position?

1 2

2) Black to move Can the black bishop capture the white queen in this position?

4) Black to move The black rook can capture just one white piece in this position. Which one?

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How Queens & Kings Move

"The queen i1 a mighty piece, really powerful, 11 1aid Kir1ty. "It' I like a

bi1hop and rook combined. II

"Wow, 11 1aid George. "So the queen mu1f be really

valuable. 11

"It certainly i1, 11 1aid Kir1ty. "When I captured Bori1 Spa11ky'1 queen and won the World Champion1hip1, Bori1 bur1f info tear1. II

I

lh_,-

"I hope Mom ha1 cleaned the toilet, 11 1aid George.

13

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How the Queen Moves 'Jiii'Ylk

The queen can move along ranks and fi les (j ust l i ke a rook) . She can also move along d iagonals (j ust l i ke a bishop) . She can move as many squares as she l i kes, right up to the edge of the board, in any d i rection.

The queen can move as many squares as she likes, right up to the edge of the board.

But, just like bishops and rooks, the one thing a queen cannot do is jump over other pieces.

A queen can captu re exactly the same way that she moves. But remember, the queen is a hugely powerfu l piece, and you wil l need to look after her carefu l ly.

14

Here the mighty white queen is attacking four pieces at the same time. She can capture the black pawn, knight, rook or bishop.

However, capturing the black pawn here would be a terribly bad move. The black pawn is protected by the black rook. If the white queen took the black pawn, the black rook could capture the queen in reply!

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How the King Moves �.

The king can move one square in any d i rection : forward, backwards, left or right, or d iagonal ly.

Here the black king can move to any of the eight squares shown by the arrows.

The king captures the same way as he moves. Here the white king could capture the black pawn, if he wanted.

The king seems l i ke a weak piece - he can hard ly move very far going just one square at a time. However, the king is actual ly the most important piece on the board!

Why is the king so important? Because the whole aim of a game of chess is to trap you r opponent's king. If you can reach a position where you are th reaten ing to take you r opponent's king, and there is noth ing he or she can do about it, then you have WON ! It is cal led CHECKMATE and it ends the game!

I t is check when a king comes under attack. If your king is checked, you must get out of check immediately. You can never move your king into check either.

Here the black king is in check, because he is attacked by the white rook. Black must get out of check. In this position Black can get out of check by moving his king.

1 5

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Terribly Tough Test Number Three

Win 1 point for every correct answer. These puzzles wi l l test you r king and queen moves. Write down your answers if possible. Solutions: page 108.

1 ) White to move How many black pieces is the white queen attacking in this position?

3) White to move Can the white king capture any black pieces or pawns in this position?

1 6

2) Black to move Can the black queen capture the white bishop in this position?

4) Black to move How many legal moves does the black king have in this position? Remember, a king can never move into check!

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How Pawns & Knights Move

"The knight i9 my favorite piece, " 9aitl Kir9fy. "It leap9 over other piece9 anti move9

in a tricky L-9hape. "

"Doe9 if capture the 9ame way?" a9ketl Ceorge. "It certainly tloe9, " 9aitl Kir9fy. "You can attack lof9 of enemy piece9 at the 9ame time. In fact, thaf'9 exactly how I once beat a young Bobby Fi9cher in the Manhattan Junior Champion9hip9. "

0 0

1 7

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How the Pawns Move � i

You have 8 pawns. They start the game in front of you r pieces, and can only move forward . Pawns never move backwards. Pawns can general ly only move forward one square at a time. However, on their very first move they are al lowed to move either one or two squares forward .

The black pawn (advancing down the board)

has already moved. Therefore it can only move

one square at a time from now on.

The white pawn is in its starting position, ready

to advance up the board. Because it hasn't

moved yet during the game, it can move either

one or two squares forward.

Pawns cannot advance if the square ahead is blocked by another piece (either a piece of your own or your opponent's) . But pawns can capture enemy pieces diagonally.

Pawns Capture Diagonally

Although pawns move by advancing straight ahead, when they capture they move d ifferently. Pawns can captu re enemy pieces that are one square ahead diagonally.

18

Here the black pawn can capture the white

knight, O R it can move straight ahead.

Here the white pawn can capture the black rook. The white pawn cannot move straight

ahead, as the black bishop is already there.

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How the Knight Moves fZj �

The kn ight hops in an L-shape, i n any d i rection - forward, sideways or backwards. And it is the only piece that can jump over other pieces.

A knight in the center of the board has the choice of moving to any of eight different squares.

Here the arrow shows how the knight hops in an L-shape. To work out where your knight can go, think "two-one." Move the knight two squares in one direction, and then one square sideways.

The kn ight captures exactly the same way as it moves. Take a look at the d iagram below, and see which black pieces the white kn ight can choose to captu re.

Did you know . . .

White to play

The white knight can capture any one of three black pieces! The black rook, queen and bishop are all under attack.

Note how the knight can even jump over the pawns to take the black bishop.

When a kn ight moves it always ends u p on a square of the opposite color.

1 9

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Terribly Tough Test Number Four

Win 1 point for every correct answer. Have you mastered those tricky pawn and kn ight moves? Write down your answers if possible. Solutions: page 108.

1 ) White to move Here White moved his pawn one square forward (as shown by the arrow). Could the pawn have advanced two squares instead?

3) White to move The white knight can capture a black piece in this position. Is the knight attacking the black rook or the queen?

20

2) Black to move Which white piece can the black pawn capture here? Is it the white bishop or the white rook?

4) Black to move The black knight has a choice of captures here. Exacdy how many white pieces is the black knight attacking?

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EXERCISES

Here are some fun train ing exercises. You' l l need to get your chess set and board out, and do the exercises on that. Only move the white pieces. Perhaps later on you could ask Mom or Dad to test you on these exercises.

Exercise 1 CORNER TO CORNER

This tests your skill at making long bishop moves!

See if you can move your bishop all the way down the diagonal to the other corner (marked "X") in one go.

Exercise 2 ROMPING ROOK

Keep moving your rook until you reach the square marked X, and capture two black pawns on the way!

This means you need to move your rook four squares forward, then six squares sideways, and then three squares backwards.

Exercise 3 HUNGRY HORSE

Keep moving your knight until you have captured both black pawns. Can you do it?

For perfect play do it in just six moves!

Exercise 4 HORRENDOUSLY HUNGRY HORSE

Make moves with the white knight to capture all eight black pawns.

Can you do it taking less than 3 minutes? If so you might soon be Grand Alligator standard!

21

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MINI-CHESS GAMES

Well done for learn ing the basic chess moves ! The next step is chess notation (page 24), but if you are real ly keen to start playing some chess straight away, you cou ld try out these min i -chess tra in ing games. You' l l need to have a parent, friend (or pet al l igator) as your opponent. These min i -chess games use just some of the pieces, for practice. White moves fi rst, then Black, and you continue taking tu rns. Did you know there is a "touch move" rule in chess? When you are playing a game, you can't change you r m ind and take moves back! If you touch a piece, you shou ld move it.

Mini-Chess 1 THE PAWN GAME White moves first, then take turns.

The first player to get a pawn right to the other end of the board will win!

Try to advance your pawns. Remember, the white pawns move up the board, and the black pawns move down the board.

Mini-Chess 2 THE KNIGHT GAME White moves first, then take turns.

The first player to capture all the enemy pawns will win!

Use your knights aggressively - they can leap out quickly to attack the enemy pawns.

Mini-Chess 3 THE ROOK AND BISHOP GAME White moves first, then take turns.

The first player to capture an enemy rook or bishop will win!

Did you remember to play the "touch move" rule? One trick

is to sit on your hands until you have worked out which move to play!

22

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PART TWO

* Learning Chess Not.ation * The Values of the Pieces * Practicing Moves *

-�----------- -------­·--

QOE�N \0 \-\ 5

--

Learning che11 nDtatiDn i1 ea1y. It enable1 yDu tD play DVer che11 game1 frDm bDDkl, antl tD write yDur mDVel tlDwn.

With practice yDu might even be able tD play "blintlfDitl che11" - calling yDur mDVel Dut withDut IDDking at the che99bDartll

23

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Learning Chess Notation

Now for someth i ng that wi l l real ly impress your fami ly and friends - read ing and writi ng algebraic chess notation!

Here is an empty chessboard, with the algebraic notation coordinates written around the edges to help you.

You can see that the files - going up the board - are labeled a, b, c, d, e, f, g, h .

The ranks - going across the board - are labeled 1 , 2, 3, 4, 5, 6, 7, 8 from White's side of the board.

The beauty of this grid-like system is that every square on the board has a name of its own, as you can see from this diagram.

Because every square has its own name, it is very

8

7

6

5

4

3

2

1

easy to describe a move. 3

Let's work out which square the white king is standing on. You might already be able to work it out by yourself.

The arrows help to show that the king is standing on the e-fi le, and also on rank number 4.

Therefore, the king is standing on the square e4.

24

8

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2

1 a b c d e f g h

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1

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1

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3

2

1

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Practicing Chess Notation

Here are some pieces sitti ng on the chessboard . Work out the name of the square that each piece is on.

8 8

7 7 Where is the black rook? 6 6

5 5 The rook is on the c-file.

4 4 The rook is on rank number 1 . The rook is on cl.

3 3

2 2

1 1

8 8

7 7

6 6 Where is the white knight?

5 5 The knight is on the f-file. 4 4 The knight is on rank number 4.

3 3 The knight is on f4.

2 2

1 1

8 8

7 7

6 6 Where is the white queen?

5 5

4 4 The queen is on the e-file. The queen is on rank number 8.

3 3 The queen is on e8.

2 2

1 1

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How to Read & Write Chess Moves

8 7 6 5 4 3 2 1

a b c d e f g h

8 7 6 5 4 3 2 1

To record a chess move, you write down only the square it moves to. You also need to say which piece it is.

The move indicated by the arrow would be shown as: 'i¥b6.

This means the queen moves to the b6 square.

In chess books, you wi l l usual ly see a l ittle queen symbol, �. But when you're writing it down yourself, it is much eas ier to write the letter Q than to d raw a queen .

Here are the letters we use for the pieces, to write the moves down ourselves.

N is for Knight B is for Bishop R is for Rook

Q is for Queen K is for King

There is no symbol or letter needed to show pawn moves. We'll explain that in a moment.

You are probably wondering why we use the letter N for a Kn ight! This is because K is kept for the King. Besides, 'knight' sounds l i ke it begins with N.

8 8 7 7 Let's practice writing down the move shown by

6 6 the arrow in the diagram. White's knight is moving to the e5 square (shown as lt:Je5 if we

5 5 saw it in a book).

4 4 If you were writing the move yourself, it would be

3 3 written: Ne5

2 2 1 1

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How to Read & Write Chess Moves

8 8 We don't use any symbols for pawns. You just give the destination square. Because of the way

7 7 pawns move there is no confusion, as only one

6 6 pawn can move to the square. It is also usual to number the moves. So we show the move

5 5 indicated by the arrow as:

4 4 1 e4 3 3

2 2 This means on move 1 of the game the white

1 1 pawn moved to the e4 square. The next diagram shows the completed move.

8 8 7 7 Now it is Black's turn! Let's say Black replies to

White's first move, by moving his own pawn to 6 6 the eS square. You write this next to the white

5 5 move. So the recorded moves so far would now be written:

4 4 3 3 1 e4 e5 2 2 1 1 The next diagram shows the position.

8 8 7 7 6 6 Each side has played one move. Now, on move

two, let's say White decides to move his bishop 5 5 to the c4 square. After that move, the complete

4 4 game notation so far would be written like this:

3 3 2 1 e4 e5 2

2 i,c4 1 1

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Some Facts About Algebraic Chess Notation

• Algebraic chess notation is used al l over the world . You cou ld even understand the moves of a chess game i n a Russian magazine!

• A d ifferent chess notation, cal led Descri ptive Notation, was popular some years ago. But these days most people use the simpler algebraic.

Event US A. C heimpi()Mh<p Date 1-0o L White A. Sho..halDv Black L Clvt�tio..Mt:.I'-Opening Opponents Grade

2 --=..:..f-------l�-=-..::;_-

3 -I..L.::f�----ir----=-..:..---4_���--��-5 _-=:..::..:,.._____--+-....:o...:..>"'----6 ��������-4-=��-7 ----:=:1-�--1-s-c::...;....::;__ 8--�r=_,--=-�-

9 --=----=-_,---=-.:...=.:::L-.L.-_

1 2.__-=..:!>L._---+___:.�'----='--1 J,_�=--:.--t--:....:.....=:::�-14��==��==�-1 5!...,__...c,:4-=--t----'-�"""-"''--16,_���-��-17 __ ���-��-

1 8._���-�=-� , 9·-��::....._;.-�'1-'T-20��������

23���-+-��-24 Ne:A 25 __ b_'X:_�5. _j_ .. R�.�'S.

28

��t 27����-���-2.0---�--L....._..j--'tJ'-=--x�f+-"z.._

31

32 33 34 35 36

37 38 39.

40 41

42 43 44

45 46 47

48 49 50 _____ -·· · ·----

A typical scoresheet of a game might look like this. In serious competitions both players must write out a scoresheet during the game.

This game (from the USA Championship in Seattle) lasted 3 7 moves. Black won when White decided his position was lost, and RESIGNED.

Games between strong players often end with one player resigning. A player can resign at any time if he thinks his position is hopeless.

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How to Read & Write Chess Moves

We've seen how easy it is to record the fi rst few moves of a game i n algebraic notation. Now let's see how you write down the capture symbol .

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

7 6 5 4 3 2 1

a b c d e f g h

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

When a piece takes another piece, it is helpful to indicate this by writing the symbol "x" for capture. For example, in this position the black rook can capture the white knight. This is written:

1 ... .llxc4

You'll also notice there are three dots after the move

number 1 . This shows it is a move by Black.

In this position the black pawn can capture the white rook. We write this move as:

1 ... exf3

The black pawn came from the e-file and took the rook

on f3.

Here's a tricky one- White can capture the black bishop with either of his two rooks. So writing 1 .J:1. xg7 is not quite correct. We need to show which rook makes the capture!

1 .lldxg7

The notation shows that it is the rook on the d-file that

makes the capture. White's rook on the d-file captures

the black bishop on g7.

29

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Terribly Tough Test Number Five

Win 1 point for every correct answer. Your chal lenge here is to write down, i n algebraic chess notation, the move shown by the arrow in each d iagram. Solutions: page 108.

8 7 6 5 4 3 2

8 7 6 5 4 3 2 1 �������� 1

1 ) White to move On his first move, White has advanced his d-pawn two squares, to the d4 square. How would you write this move in chess notation?

8 7 6 5 4 3 2 1

a b c d e f g h 3) White to move

8 7 6 5 4 3 2 1

The white knight is about to capture the black pawn. How would you write this move down?

30

8 7 6 5 4 3 2 1

a b c d e f g h 2) Black to move

8 7 6 5 4 3 2 1

How would you write the rook move (shown by the arrow) that Black is about to make?

8 7 6 5 4 3 2 1

a b c d e f g h 4) Black to move

8 7 6 5 4 3 2 1

The black bishop is about to capture the white queen. How would you write this move dovyn?

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The Values of the Pieces

( II� "- I I /

I I , I I .

J J, I ! I l 1 I

I When playing a game, try not to lose your valuable pieces!

A player who can capture enemy pieces for nothing is likely to win the game.

31

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The Values of the Pieces

By now you wi l l have noticed that the d ifferent chess pieces al l have different ways of moving. Because some pieces move fu rther and attack more swiftly than others, th is makes them more powerfu l . So they are also more valuable.

This chart gives a usefu l guide to how much each piece is worth . It compares the pieces in value to a si ngle pawn .

tLJ A KN IGHT 3 pawns i i i

� A BISHOP - 3 pawns i i i

g A ROOK 5 pawns i i i i i

� A QUEEN 9 pawns i i i i i i i i i

� TH E KING cannot be valued. He is too important! If your king is trapped you lose the game. So you cou ld say the king is worth 100 pawns, or even more !

The Minor Pieces tLJ � You can see that the knights and the bishops (also known as minor pieces) are both considered to be worth about three pawns each . This is despite the fact that they move i n completely different ways. The bishop is long-range, swooping down the d iagonals. The knight, though short-range, has d ifferent talents. It is the only piece which can jump over other pieces, and its tricky "1..:' shaped move is great for double attacks !

The Major Pieces g � You can see that the rooks (worth five pawns each) and the queen (worth n ine pawns) are very valuable pieces. Rooks and queens are also known as the major pieces. They are extremely powerfu l, and can control many squares on the chessboard . For this reason, you have to take especial ly good care not to lose them by accident.

3 2

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The Values of the Pieces

Now that you know the value of each piece, it is possible to work out if a swap of pieces might be good for you .

8 8 7 7 6 6 White to move

With the swap 1 li,xa8 1:t xaB, White wins the black 5 5 rook - but loses his own bishop in return.

4 4 A bishop is worth 3 pawns - but a rook is worth 5

3 3 pawns. So it was a good trade for White.

2 2 1 1

8 7 7 White to move

6 6 Should the white queen capture the black knight?

5 5 Absolutely NOT! After 1 'i¥xc6 Black would reply

4 4 1 ... bxc6. White's valuable queen (worth nine pawns)

3 3 would have been lost for a knight (worth only three pawns). A crazy swap like this would lose White the

2 2 game for sure.

1 1 g

8 8 7 7 Black to move

1 . . . l:t xd2 2 i,.xd2 is an equal trade. Black gives up 6 6 one of his valuable rooks, but in return has gained one 5 5 of White's rooks.

4 4 The trade is equal in material terms - neither side has

3 3 won or lost from the swap. Trading same-value pieces like this is routine.

2 2 1 1

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Terribly Tough Test Number Six

Win 1 poi nt for every correct answer. This test wi l l show how well you have learnt the relative values of each p iece. Solutions: page 108.

8 7 6 5 4 3 2 1

a b c d e f g h 1 ) White to move

8 7 6 5 4 3 2 1

With 1 QJxeS dxeS White captures a pawn but loses his knight. Is this is a good trade or a bad trade for White?

8 7 6 5 4 3 2 1

3) Black to move

8 7 6 5 4 3 2 1

Here there is a choice of undefended white pieces to capture. Should Black prefer to capture the white bishop or the white rook?

34

8 7 6 5 4 3 2 1

a b c d e f g h 2) White to move

8 7 6 5 4 3 2 1

1 �xg7 �xg7 is a swap of the white bishop for the black bishop. Is this swap good, bad or equal?

8 7 6 5 4 3 2 1

4) White to move

8 7 6 5 4 3 2 1

The white queen can exchange itself for the black rook with 1 �xa8 �xa8. Is swapping the queen for a rook a good idea for White?

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Practicing Moves & Captures

_L-( /( ('� / if v \1 I { ' ll ! f J

I ' J I j I . "

t I I I

I

I

J

A great way to improve is by playing lots of games against your friends. Chess can be played anywhere and anytime.

35

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Practicing Bishop Moves & Captures

8 8

7 7 White to move

6 6 Bishops move along diagonals. Can you work out

5 5 which squares the white bishop can move to? Well,

4 4 they are f1 , h1 , h3, f3, e4 and dS.

3 3 The bishop can also capture the black pawn on c6.

2 2 We write this as: 1 �xc6

1 1

8 8

7 7 White to move

6 6 The black rook is on the same diagonal as the white

5 5 bishop. So can the bishop capture the rook?

4 4

3 3 No! White's own pawn on the eS square is in the way. It blocks the attack. Bishops cannot jump over

2 2 pieces, even those from your own side.

1 1

8 8 Black to move

7 7 Bishops are long-range pieces, and can easily attack

6 6 along two diagonals simultaneously. Here the black

5 5 bishop is attacking two white pieces.

4 4 The bishop can capture the white pawn:

3 3 1 ... �xg2

2 2 or the bishop can capture the white knight:

1 1 1 ... �xb3

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8

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1

a c e

a b c d e

Practicing Rook Moves & Captures

g

f g h

8

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2

1

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1

White to move

Rooks move along files and ranks. Like bishops, they are long-range pieces.

In this position the rook can go to all the squares marked.

The rook could also capture the black pawn: 1 �xe7

Black to move

Is the black rook attacking the white queen in this position?

No! The black bishop is in the way, and rooks cannot jump over pieces.

White to move

There is a good move in this position.

White can move his rook to attack both black knights at the same time. He plays: 1 �d6

37

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Practicing Queen Moves & Captures

8 8 White to move 7 7

6 6 Remember, queens can move backwards as well as

5 5 forward, and in straight lines and along diagonals.

4 4 Here the white queen could capture the black rook:

3 3 1 'i¥xc8

2 2 Or, the queen could move backwards to capture the

1 1 black knight: 1 'i¥xf2

8 8

7 7 Black to move

6 6 Queens can't jump over other pieces! Here the 5 5 black queen can capture the white pawn:

4 4 1 ... �xc4

3 3 But the queen cannot instead capture the white

2 2 bishop. The white pawn is currently in the way.

1 1

8 8 White to move

7 7 Here's a funny situation. The white queen and the

6 6 black queen are both attacking each other! If it were

5 5 Black's turn to move, he could capture the white queen.

4 4

3 3 Fortunately for White, it is his turn to move. With the move:

2 2 1 �xd6

1 1 White gets in first and wins the black queen.

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Practicing King Moves & Captures

White to move 8 8

7 7 The white king is on the f3 square. It can move to

6 6 e2, e3, f2, g2 and g3.

5 5 Here White cannot advance with 1 �e4, or 1 � f4,

4 4 or 1 �g4. This is because the black king on f5

3 3 controls those squares.

2 2 Remember, two kings can never move next to each

1 1 other. They would each be in check from the other king!

8 8 Black to move

7 7

6 6 The black king is on the f6 square. It can take the

5 5 white knight, 1 ... �xg6. Or the king could move to

4 4 three other squares: f7, g7 or f5.

3 3 The king cannot move to the e7 or e5 squares, as

2 2 these are squares the white knight controls. You cannot move your king into check.

1 1

8 8

7 7 Black to move

6 6 Here the black king is under attack - in check -

5 5 from the white rook. But it is not a big problem

4 4 here, as there are six different moves possible to escape from the check.

3 3

2 2 The black king can move to f7, g7, h7, f5, g5, or h5.

1 1

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Practicing Pawn Moves & Captures

White to move 8 8

7 7 The white pawn (on the d3 square) can choose between three different moves.

6 6

5 5 It can move straight forward one square:

4 4 1 d4

3 3 Or it can capture the black rook diagonally:

2 2 1 dxc4

1 1 Or it can capture the black knight diagonally! 1 dxe4

White to move 8 8

7 7 Which moves can the white pawn make? Here the

6 6 white pawn- on the fS square- is blocked by the black pawn. So the white pawn cannot move

5 5 forward.

4 4 It cannot capture the black pawn, because pawns

3 3 only capture diagonally. We also know that pawns

2 2 cannot move backwards.

1 1 So the white pawn cannot move at all!

Black to move

8 8

7 7 Here's a tricky one. Which possible moves can the black pawn make? Normally a pawn just moves one

6 6 square ahead, but here it is still in the original

5 5 starting position.

4 4 So the black pawn has a choice.

3 3 It can move one square forward:

2 2 1 ... c6

1 1 Or it can move two squares forward: 1 ... c5

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Practicing Kn ight Moves & Captures

White to move 8 8

7 7 You'll remember that knights move in an unusual "L"

6 6 shape. If one of your opponent's pieces or pawns is on a square your knight can move to, you might be

5 5 able to capture it.

4 4 Here you can capture the black rook:

3 3 1 C2Jxd6

2 2

1 1 Or you can capture black queen: 1 C2Jxg3

8 8 White to move

7 7

6 6 Knights are special because they can jump over

5 5 anything. Here the white knight is surrounded by black pieces, but can escape from trouble by

4 4 jumping over them.

3 3

2 2 Here the knight can jump to the safe squares c7, d6, f6 or g7

1 1

8 8 Black to move

7 7 Practice capturing with your knight in this mini

6 6 "knight's tour" exercise. See if you can eat up all five

5 5 white pawns, by making five moves in a row with

4 4 your knight.

3 3 Of course, this would not happen in a real game.

2 2 You can't make more than one move in a row- your

1 1 opponent would protest!

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Terribly Tough Tetf Number Seven

Win 1 point for every correct answer. These exercises wi l l test how well you can make basic chess moves and captures. If you can, write you r answer in algebraic chess notation. Solutions: page 108.

8 7 6 5 4 3 2 1

a 1 ) Black to move Which move by Black captures a white piece for nothing?

8 7 6 5 4 3 2 1

3) White to move

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

This is a tough one. The white bishop can move to a square where it attacks both black rooks at the same time. What is the bishop move?

42

8 7 6 5 4 3 2 1�������

a e 2) Black to move

8 7 6 5 4 3 2 1

Does Black have any possible captures in this position?

8 7 6 5 4 3 2 1

4) White to move

8 7 6 5 4 3 2 1

The white queen is attacking several undefended black pieces. She should choose the most valuable one to capture. Which piece is that?

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Practicing Checks

.. - ,j

Do Good Player$ Announce Check Out Loud?

No/ Although if can be fun to 9ay "check" in friendly game9, if i9 not polite to announce if out loud in 9eriou9 che99 competition$.

For one thing, if might di9furb other player$ nearby. Al9o, 9aying check out loud might be con9idered an in9ult- implying your opponent hadn't rea/ired hi9 king WI$ attacked/

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Giving Check

Because the king is so important, a th reat to it is also important. We say a king is 'in check' if it is th reatened by an enemy piece or pawn . You cannot al low your king to be captured . So if you r king is in check, you must attend to the th reat before you do anyth ing else. It is not legal to leave you r king in check.

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

44

a b c d e f g h

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

Black to move

Here the black king is in check from the white pawn. The pawn is attacking the black king.

But this is easily dealt with in this position. The black king (as well as moving away) could just capture the white pawn with 1 ... �xe5.

White to move

Here White is in check from a black pawn, but the situation is different. The black pawn is protected by the black knight. It is not legal for the white king to capture the black pawn, as this would involve moving into check.

The white king must move away.

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Getting Out of Check

If you are checked, don't panic ! There are th ree possi ble ways to escape from a check. It m ight hel p to remember it as ABC.

A Your king might be able to move AWAY to a safer square. B You might be able to BLOCK the check, by putting someth i ng in the way. C You might be able to CAPTURE the piece giving check.

The one th ing you cannot do is stay in check. If you r king is attacked, it must escape from check immed iately.

Giving Check and Escaping from Check

White to move

The black bishop is checking the white king.

7 6 5 4 3

The only way that White can escape from this check is to block the attack. Fortunately this is easy here. There are several white pieces that can move in the way, blocking the bishop's attack on the white king.

Black to move 7 6 6 Here you can see that White has chosen to block the

5 5 check with his knight.

4 4 Now the knight on c3 is blocking the attack from 3 3 Black's bishop. White's king is no longer in check. In

2 2 this instance Black's check was not dangerous for White.

1 1

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Giving Check and Escaping from Check

8 8 Black to move

7 7

6 6 Here you can see how to escape from check with a

5 5 capture. The black king is in check from the white bishop. It could mean big trouble - but actually

4 4 Black has one easy way to solve his problem. He can

3 3 capture the checking piece! With 1 ... Il xd4 Black

2 2 captures the white bishop, and so his king is no longer in check.

1 1

8 8

7 7 White to move

6 6

5 5 This and the next diagram show why checks can be so deadly. The white rook swoops down with 1

4 4 Il d8 + . This puts the black king in check and also

3 3 attacks the black bishop. Black must move his king out of check. Now move on to the next diagram.

2 2

1 1

8 8

7 7 Black to move

6 6 The black king can escape from check quite easily,

5 5 by moving to h7. But the check is still a disaster for

4 4 Black. Why? Because now his bishop is lost. Let's see how. After the continuation 1 . . . �h7, White can

3 3 play 2 Il xa8 capturing the black bishop. Black had

2 2 no time to save his �ishop because he was in check.

1 1

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Giving Check and Escaping from Check

It is worth rememberi ng that a check is not always strong, but it is always a very forcing move. So you must always watch out for checks, and calcu late the consequences carefu l ly.

Black to move 8

Here White's queen has just moved to the c4 7 square, putting the black king in check. This means 6 the black king is under attack, and must escape from

5 check immediately. 4

In this position there are three possible ways for the 3 black king to move out of check. These are shown in

2 the next diagram.

1

Black to move 8

The arrows show the three ways that Black can 7 escape from White's queen check in this position. 6

There are two ways for the black king to simply 5

move out of check - to the f8 square or the h8 4 square. 3

The third possibility is to block the queen check. 2

Black's own queen can interpose by moving to the 1 f7 square.

How to write down "check" in algebraic chess notation ...

The symbol "+" is used to show a check when writing down the moves in algebraic chess notation. For example, White's queen check in the above example would have been written 'ljfc4+. The white queen (�) has moved to the c4 square giving check (+).

8

7

6

5

4

3

2

1

8

7

6

5

4

3

2

1

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Terribly Tough Te1f Number Eight

Win 1 point for every correct answer. Your task i n these four puzzles is either to give a check or to escape from check. If you can, write down your answer in algebraic chess notation . Solutions : page 109.

8 7 6 5 4 3 2 1

1 ) Black to move

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1 ��������

2) White to move

8 7 6 5 4 3 2 1

Which move would put the white king in check in this position?

Which move would put the black king in check in this position?

8 7 6 5 4 3 2 1

a b c d e f g h 3) Black to move The white rook is checking the black king. How many different moves does Black have to escape from this check?

48

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

4) White to move The black .bishop on c6 is checking the white king. How many different moves does White have to block this check?

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Giving Checkmate!

Uh. . K i rst':! ,

1. t'n\ f\k w e p \o'j ed. ft,o

\ 0 (\9 . - .

The aim in che99 i9 ttl trap the 11pp11nent'9 king. When a king i9 affacketl, anti cannDt be 9avetl, thi9 i9 called checkmate.

The game i9 fiVer. 49

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Giving Checkmate!

What happens if a king is put i n check, and can't escape? This is CH ECKMATE ! Th is means the end of the game. The player whose king has been checkmated has lost the game.

The whole a im of a game of chess is to trap your opponent's king. If you can reach a position where you are th reatening to take your opponent's king, and there is noth i ng that can be done about it, then you have WON ! Checkmate can happen at any time, so watch out!

Here is a begi nner's checkmate trap that White can fal l into in j ust two moves ! It is cal led Fool's Mate, because it can only happen if Wh ite starts the game with two foolish moves, i .e. 1 f3 e6 2 g4 .

8 8 7 7 Black to move

6 6 Because White has played so poorly on his first

5 5 two moves, Black can play a move here that gives

4 4 instant checkmate.

3 3 The move 2 . . . 'i:Vh4 attacks the white king. Now

2 2 move on to the next diagram, and we will see why this is checkmate.

1 1 a c e g

8 8 White is checkmated!

7 7 White is checkmated, because his king is under

6 6 attack and there is no escape.

5 5 • The white king has no free squares to run to,

4 4 and so cannot move out of attack.

3 3 • No white piece can block the attack. • The piece giving check (the black queen)

2 2 cannot be captured.

1 1 The game is over and Black has won.

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Practicing Checkmate!

Do remember that you never, ever, capture a king. If you give checkmate the game ends immed iately, -so the ki ng is not actual ly captured . Many checkmates happen after one side has fi rst won many enemy pieces. Having more pieces than you r opponent is usual ly a big advantage. You can use your extra fi repower to corner the king - and checkmate h im .

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

a b c d e f h 8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

White to move

A checkmate using two rooks

White has two rooks and a king, versus the lone black king. Black is hopelessly outgunned, and it is easy for White to force checkmate with the move 1 � h8.

Let's move on to the next diagram to see why this is checkmate.

Black is checkmated!

You can see that the black king has been put in check by one of the white rooks. But why is this checkma�?

The reason is that the second white rook - the one on the a7 square - controls all the escape squares. The black king cannot escape from attack. White has won the game.

And a simple checkmate with a queen ... 8 8 Black is in checkmate. 7 7

6 6 The black king is attacked, and there are no escape 5 5 squares. 4 4 Can the black king capture the white queen? No! 3 3 The white queen is protected by the white king. 2 2

1 1

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Practicing Checkmate! Black to move With a king & rook against a king, the key is to push the defending king to the edge of the board. Black checkmates with 1 . . . l::t g1 .

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

White is checkmated Note how White's king has been hemmed in. It cannot move forward because Black's king is controlling all the escape squares.

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

Here are some basic checkmates.

8 7 6 5 4 3 2 1

White to move

8 7 6 5 4 3 2 1

This is the beautiful "smothered mate." The escape squares for the black king are blocked by his own pieces. White plays 1 '2Jf7

5 2

8 7 6 5 4 3 2 1

a b c d e f g h Black is checkmated

8 7 6 5 4 3 2 1

Fantastic! White checkmates Black using just a single knight. The black king cannot escape as his own rook and pawns are in the way.

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Practicing Checkmate!

White to move The queen advance 1 "iVh7 is checkmate. Black's king is attacked - in check - and cannot escape. Let's see the next diagram.

8 7 6 5 4 3 2 1

Black is checkmated There is nothing Black can do. The white queen cannot be captured as it is protected by the white knight on g5. The game is over - White wins!

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

More basic checkmates.

8 7 6 5 4 3 2 1

White to move

•, /nun// I'N// '<w/U.U J

'u'"' '"'//·''"',, ,,u ""I

8 7 6 5 4 3 2 1

This typical type of checkmate - where a king's escape is prevented by his own pawns - is known as a back-rank mate. 1 li c8 reaches the position in the next diagram.

8 7 6 5 4 3 2 1

Black is checkmated

/// //,,,,, //,//./////// //1'/'1

8 7 6 5 4 3 2 1

The black king cannot escape the attack of the white rook. Unluckily Black's own pawns take away some of the escape squares! The game is over and White has won.

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Terribly Tough Te1f Number Nine

Win 1 point for every correct answer. How well can you spot the checkmates? If you can, write down your answer in algebraic chess notation. Solutions: page 1 09.

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

1 ) White to move White is winning easily, but can you find the one move that gives immediate checkmate?

3) Black to move Here the white queen can be won with 1 . . . ct:Jxf3 - but can you find an even stronger move?

54

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

2) White to move What is the winning move for White in this position?

8 7 6 5 4 3 2 1

4) White to move

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

The white king is in check from Black's queen and cannot move. Why is this not checkmate?

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PART THREE

* Learning to Castle * Pawn Promotion * The en passant Capture *

Ca1fling involve1 your king, anti one of your rook1. If i1 the only time you get to move two of your piece1 at once!

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Learning to Castle

J ust once in each game you are al lowed to make a special move i nvolving your king and one of your rooks. This i s cal led 'castl ing . ' You can castle either kingside or queenside.

It is the only ti me i n chess that you can move two of your pieces together in a si ngle turn . It is also the only time your king can move more than one square in a single tu rn.

How to Castle Kingside

Position before castl ing kingside Position after castling kingside

3 2 1

3 2 1

3 2 1

3 2 1

White to move. The king and rook are on their original starting squares, and there is nothing in between them.

Here is the position after castling. White moved the king two squares towards the rook. Meanwhile, the rook has jumped to the other side of the king.

How to Castle Queenside

Position before castl ing queenside

3 2 1

3 2 1

White to move. Again the king and rook are on their original squares, and there is nothing in between.

Position after castl ing queenside

3 2 1

This shows the position after castling. White has moved the king two squares towards the rook, which itself has jumped to the other side of the king.

How to write down "castling" in algebraic chess notation .. .

Ki ngside castl ing (also cal led "castl ing short") is written as : 0-0 Queenside castl ing (also cal led "castl ing long") is written as : 0-0-0

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3 2 1

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Practicing Castl ing

Castl ing may look simple, but you have to obey a few ru les to play th is special move !

• You can't castle if the king or rook has already moved duri ng the game. • You can't castle if the king is in check, or would pass through check. • You can't castle if the king wou ld be in check at the end of the move . • You can't castle if there is a piece in the way.

The fi rst ru le appl ies even if your king or rook has moved back to the original starti ng square. So if you have already moved your king - or the rook you want to castle with - you can no longer castle ! You can only castle once during a game.

Practicing Castling

Can Black castle kingside in this position?

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

Can Black castle kingside in this position?

8 7 6 5 4 3 2 1

a b c d 8 7 6 5 4 3 2 1

YES - provided the black king and rook have not previously moved during the game.

a b c d e f g h NO! The black rook is not on its original square (you can see it is on h7, instead of h8). So castling is not possible.

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Practicing Castl ing

Can White castle kingside in this position?

a b c d e

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

NO! White's king is IN CHECK from the black knight, so castling is illegal.

Can White castle queenside in this position?

8 7 6 5 4 3 2 1

a b c d e

8 7 6 5 4 3 2 1

NO! After castling White's king would end up IN CHECK on the c1 square. This is not allowed, so White can't castle.

58

Can White castle kingside in this position?

a b c d e

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

NO! White's king would have to pass through CHECK (as the black rook attacks the f1 square). This is not allowed, so White can't castle.

Can White castle queenside in this position?

8 7 6 5 4 3 2 1

a b c d e

8 7 6 5 4 3 2 1

Y ES! A tricky one, as Black's rook controls the b1 square. But as White's KING is NOT passing through check, castling is OK.

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An Example of Castling during a Game

It is good strategy to castle early. Castling removes your king from the center of the board -where there is often danger - to a much safer spot near the side of the board. Castling also means that your mighty rooks can zoom into action quickly, in the center of the board.

The next four diagrams show the start of a game where both sides castle early. The opening variation- called The Sicilian Defense - is one used by experienced players. But that doesn't matter - you can still easily play through the moves on your chessboard! Studying the games of good players is a great way to learn chess. Let's see how quickly good players like to get castled.

The starting position

c d e 8

7 7 6 6 5 5 4 4 3 3 2 2 1 n/r:::.·:�lw;�-.-%'/��"�1 1

g

The opening moves began 1 e4 c5 2 l2Jf3 d6 3 d4 cxd4 4 l2Jxd4 l2Jf6 5 t2Jc3 t2Jc6 6 i,g5 e6 7 'iVd2 i,e7. Note how fast White develops most of his pieces.

Position after White castles

7 6 5 4

1

Black to move. Last move White castled, and now it is Black's turn! Black castles kingside, which we write 8 ... 0-0. This shows that on move 8, Black castled on the kingside.

Position before White castles

White to move Now White is ready to castle queenside. White plays 8 0-0-0. Remember, 0-0-0 is how we write down queenside castling in chess notation.

Position after Black castles

8 7 6 5

1

a b f

So now both sides have castled, early in the game too. Good opening play! The kings are safer nearer the edge of the board, and rooks are more active in the center.

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Terribly Tough Test Number Ten

Win 1 point for every correct answer. See how well you can understand the castl ing ru les. Carefu l ly write down your answer ( in algebraic chess notation if appropriate) . Solutions : page 109.

8 7 6 5 4 3 2 1

a b c d e f g h 1 ) Can Black castle?

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

2) Can White castle?

8 7 6 5 4 3 2 1

Here the black king and rook have never moved from their original squares. So can Black castle queenside in this position?

The white king and rooks have never moved from their original squares. So can White castle kingside in this position?

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

3) Where will White's rook end up? Write down the name of the square where the white rook will finish up after queenside castling.

60

8 7 6 5 4 3 2 1

4) Where will Black's king end up? Write down the name of the square where the black king will finish up after kingside castling.

8 7 6 5 4 3 2 1

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Pawn Promotion

Turning a pawn info a quBBn is a grsaf way fo win gamss.

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Pawn Promotion

Pawns only move forward, never backwards. So what happens when your pawn reaches the very end of the board?

I n fact, someth ing d ramatic happens. A pawn which successfu l ly reaches the eighth rank is promoted to a piece! Fantastic ! You can choose to promote you r pawn to whichever piece you l i ke (except for a king) . You cou ld have a new queen, or rook, or bishop, or kn ight. However, it usual ly pays to promote to a new queen, as the queen is such a powerfu l and valuable piece. So pawn promotion is also commonly referred to as "queening a pawn . "

How to Promote a Pawn to a Queen

White is about to queen the b-pawn

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

White to move. The pawn will promote if it advances one more square and reaches the eighth rank. White moves the pawn to b8 and promotes to a queen ­written 1 b8 = '/i'.

62

White has queened the pawn

8 7 6 5 4 3 2 1

a b c d e f g h The white pawn has been taken off the board, and a white queen has been substituted. This all happens in the one move. A pawn that reaches the eighth rank must promote immediately - it cannot remain a pawn.

8 7 6 5 4 3 2 1

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Practicing Pawn Promotion

Queen ing a pawn can often wi n you the game. If you can promote a lowly pawn into a powerfu l queen - and your opponent hasn't done the same - you have gained a huge advantage in fi repower. Your new extra queen can zap around the board, capturing enemy pieces or forcing a qu ick checkmate. It is un l i kely an opponent wi l l last for long if you have an extra queen on the board .

Black to move and win

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

White (to move) is lost

8 7 6 5 4 3 2 1

a b c d e f g h

8 7 6 5 4 3 2 1

Here's an interesting position - both players have pawns poised to promote! But Black has the move, and is able to queen his pawn first with 1 . . • h1 =it'.

So a new black queen appears on the board. Unluckily for White, the freshly promoted black queen is covering the aS­square. If White attempted to queen his own pawn, Black could capture the new white queen.

Did you know . . . Most pawn promotions occur i n the endgame - the final part of a game, when not many pieces remain on the board . Earl ier in the game there are too many pieces on the board for a pawn to successfu l ly march al l the way to the eighth rank.

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How Many Queens Can I Have?

Although you start the game with only one queen, i n theory you cou ld have up to n ine queens, if you promoted al l eight of your pawns! But in practice it is very rare to have more than two queens.

Black (to move) gets a second queen

b d e f h 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

For the moment material is equal - each side has a queen and three pawns. But Black's c-pawn is very far advanced. With the move 1 .. . c1 = "iV Black promotes the pawn on c2 to a new queen.

White to move -how about a PAWN RACE!

Sometimes in simple endgame positions, a pawn race arises. This is where both players race a pawn towards the eighth rank, trying to be first to make a new queen.

In the diagram on the right, White wins because his pawn is further advanced and it is his turn to move. After 1 c6 b4 2 c7 b3 3 cB= "iV White wins the race - and the game. With his new queen White can easily capture the black pawn before it becomes a queen.

64

White (to move) is lost

c d 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

Now we can see that there are two black queens on the board, against White's one queen. The material balance is transformed! With the huge advantage of an extra queen, Black should win easily.

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

a b c d e f g h

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More Pawn Promotions

White to move and win a b c d e

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

a b c d e f g h Pawns promote whenever they reach the eighth rank. This includes positions where they capture. Here White's best move is to take the black rook - promoting to a queen at the same time!

Black to move a b c

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

Now Black is to move. But having lost his rook - and with White having a new queen - the position is hopeless. With queen and king v king it is easy for White to force checkmate.

Underpromotion (promoting a pawn to a piece apart from a queen)

Black to move

a b c

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

Here is a rare "underpromotion" - where Black chooses to promote to a knight, instead of a queen. The move 1 . . . d1 = l2J + is very clever in this position.

White (to move) is in check

a b c d e f 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

Black's underpromotion is strong because the white king and queen are simultaneously attacked. White's king must escape from check. Black then captures the white queen.

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Terribly Tough Te1f Number Eleven

Win 1 point for every correct answer. These puzzles wi l l test you r pawn promotion skills. Carefu l ly write down your answer ( in algebraic chess notation if the answer is a chess move) . Solutions: page 109.

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

1 ) Black to move A queen and a rook down, Black's position looks desperate. Can you find the saving move that checkmates White?

8 7 6 5 4 3 2 1

a b c d e f g h 3) White to move Both sides are in a pawn race, to see who can queen first. Who will win, White or Black?

66

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

2) White to move Each player has just two pawns and a king left. Yet White has a winning plan. What move should he play?

8 7 6 5 4 3 2 1

a b c d e f g h 4) White to move Is there a tricky pawn promotion that wins for White in this position?

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

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The en passant Capture

' I ll I Knowing the en-pa1sant rule could 1ave you a pot-full of trouble/

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The en passant Capture

Even if you are only just starti ng, you shou ld know about the sneaky en passant ru le. You might trick other begi nners who don't notice this pawn capture is possible! En passant captures only occur very occasional ly. This i s because only pawns can capture or be captured en passant, and only then in very specific situations.

Example of an en passant capture

a b c d e f h 8 8 Remember the rule that allows a player to move a pawn

7 7 two squares on its very first move? Well, if your opponent has a pawn of his own in the right spot, he may capture as

6 6 if the enemy pawn had just moved one square (instead of 5 5 two) . 4 4 3 3 White to move

2 2 If White plays 1 d4, moving his pawn two squares, an en passant capture is possible by Black.

1 1 a b c d e f g h

8 8 7 7 6 6

Black to move 5 5 The pawn capture 1 . . . cxd3 is possible, pretending that the 4 4 white pawn had only moved one square. 3 3 2 2 1 1

a b c d e f g h

8 8 7 7 6 6 The white pawn has been captured en passant. The black

5 5 pawn captures as though White had moved his pawn one

4 4 square only.

3 3 2 2 1 1

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Practicing en passant Captures

What does 'en passant' mean? It is chess jargon ! En passant is French for ' in passi ng . ' I f you take en passant, you are taking a pawn that is passing by.

8 7 6 5 4 3 2 1

a b c d e f h a b c d e f

7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

a b c d e f g h

7 6 5 4 3 2 1

White to move. Any pawn can be captured en passant under the right circumstances. Last move Black advanced his e-pawn two squares forward. An en passant capture is now possible. White captures with 1 dxe6.

The en passant capture is made! White captures as though Black's pawn had only moved one square. Black's eS pawn is removed from the board. Look where the white pawn ends up - on the e6 square.

An en passant capture is val id for one move on ly. Once an opponent has advanced his pawn two squares, you must decide that same turn whether to capture en passant or not. You can't wait and do it later.

8 7 6 5 4 3 2 1 ���������

8 7 6 5 4 3

White to move. Last move Black advanced his f-pawn two squares. White can now make an en passant capture, written 1 exf6.

8 7 6 5 4 3 2 1 ���������

Black to move. The black fs pawn has been captured en passant. Black might recapture with 1 ... ct:Jxf6.

7 6 5 4 3

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Terribly Tough Test Number Twelve

The en passant move is easi ly m isunderstood by beginners, so take extra care ! You win 1 point for each correct answer. Carefu l ly write down your solution ( in algebraic chess notation i f appropriate) . Solutions: page 109.

8 7 6 5 4 3 2 1

1 ) White to move

8 7 6 5 4 3 2 1

Last move Black advanced his pawn from its starting position with ... c5. Name the square that the white pawn will end up on, if White now captures en passant.

8 7 6 5 4 3 2 1

3) White to move

8 7 6 5 4 3 2 1

Black's last move was .. .f5. The pawn moved from f7 to f5. How many ways does White have to capture the f-pawn en passant ?

70

8 7 6 5 4 3 2 1

2) White to move

8 7 6 5 4 3 2 1

If White continues 1 e4 in this position, can Black capture en passant?

8 7 6 5 4 3 2 1

a b c d e f g h 4) Black to move

8 7 6 5 4 3 2 1

White's last move was 1 c4. The pawn moved from c2 to c4. Are there any en passant captures possible for Black in this position?

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PART FOUR

* How Chess Games Are Drawn * Winning Your First Games *

George antl Kir1ty wou/tl never agrss a quick tlraw with sach other. Like mighty glatliator1 they would alway1 fight to the la1f pawn, no matter how long if took.

z_· L� Except in emergencie1 of cour1e.

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How Chess Games are Drawn

There are th ree possible outcomes to your game of chess : a win (score 1 point) , a loss (score 0 poi nts), or a DRAW, where you get half a point.

A draw is qu ite a normal resu lt amongst strong chess-players - nearly one in th ree games ends i n th is way. The three most common ways that a d raw comes about are :

• Draw by Agreement • Draw by Stalemate • Draw by Three-fold Repetition of Position

Draws by Agreement

If you and your opponent both want to, you can agree a draw. The game would end immed iately, and if you were playing in a tournament, you would "share the point" - scoring half a point each . You might agree a draw, for example, if you had reach a completely level position with very few pieces left on the board . If it seemed that no-one was going to be able to win, one of you cou ld offer a draw.

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Did you know . . . I n 1 978 a hard-fought draw between Anatoly Karpov and Viktor Korchnoi set a record for the longest game ever played i n a World Championshi p. I t lasted for 1 24 moves, and ended i n a draw by stalemate. Overal l the game lasted for a mammoth 1 2 hours and 3 minutes !

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Draws by Stalemate

A stalemate occurs where one side has no legal moves but is not i n check. Stalemates can seem a bit l i ke checkmates, but there is an big d ifference. Because no-one is i n check, a stalemate is an automatic DRAW. Stalemates commonly occur in the endgame, when few pieces are left on the board .

8 8 7 7 Black to move - Draw by Stalemate

6 6 Black has no pieces left apart from his king, which is cornered. White is a queen ahead, which would

5 5 normally mean an easy win.

4 4 But, carelessly, White has left Black with no legal 3 3 moves. The black king can't move to a square attacked

2 2 by the white queen. So the result is a draw by

1 1 stalemate - a very lucky escape for Black.

a b c d e f g h

8 8 7 7 6 6 White to move - Draw by Stalemate

Some stalemates arise naturally in the endgame, not as 5 5 the result of any mistake. Here White, a pawn down, 4 4 has drawn by stalemate. The white king has no legal

3 3 moves but is not in check.

2 2 1 1

a c e g

8 8 White to move - Draw by Stalemate 7 7 Look at this crazy position. Black has nearly all of his

6 6 chess pieces, and even an extra queen, but the game is

5 5 drawn!

4 4 This is because Black has carelessly left White with no

3 3 legal moves, yet the white king is not in check. White

2 2 has a pawn, but it is blocked and can't move either.

1 1 So White gets a miracle draw - by stalemate!

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Practicing Stalemates

Stalemate tricks in the endgame are easy to fal l into when you are learn i ng. Even if you are winn ing easi ly - stay alert ! Otherwise your opponent might swindle a d raw.

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

a b c d e f g h Black to move - Draw by Stalemate The white king and queen have closed in on the lone black king, ready to give checkmate. Except, carelessly, White has stalemated Black, who has no legal moves. Draw!

8 7 6 5 4 3 2 1

a b c d e f g h Black to move - White wins

8 7 6 5 4 3 2 1

A similar position to the previous diagram. But here White has not allowed a stalemate, as Black still has a pawn that can move. On 1 . . . a4, White checkmates with 2 'i¥e7.

/ I -/�; n¥. l wil l pl'�'j o n J +'nC\ ¥1 � 'd 0 � ; ,------

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Draws by Repetition of Position

Sometimes a series of moves leads to the same position arisi ng again and aga in . If the exact same position is reached th ree times in a game (with the same player to move) a draw may be claimed . This is an important ru le, as otherwise some games might never end !

A typical draw by th ree-fold repetition i nvolves "perpetual check." Perpetual check is where one player checks the enemy king repeatedly. No checkmate or other progress is possi ble, but the checks cou ld go on forever!

A Draw by Repetition (involving Perpetual Check)

8 7 6 5 4 3 2 1

White to move

d e f 8 7 6 5 4 3 2 1

Although a rook up, White cannot escape the repeated checks from the black queen. The only move here for White's king to get out of check is 1 �h1 , reaching the position in the next diagram.

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

a b c d e g h Black to move The checks continue: 1 . . . 'i¥h3 + 2 �g1 �g3+ , reaching the exact position from the first diagram. Black could keep checking forever. The game will be drawn by repetition.

Two Less-Common Ways a Game can be Drawn

The "50-Move" Rule To ensure that some games do not go on forever, there is a rule that allows a draw to be claimed if no progress is being made. A draw may be claimed by either player if 50 consecutive moves by both sides go by without a pawn being moved or a capture being made.

Insufficient Material to Win The final way a draw can result is if neither player has enough pieces left to force checkmate under any circumstances. Then the game is an automatic draw. For example, if every single pawn and piece was swapped off, leaving just the white king and the black king remaining, the game is a draw.

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Terribly Tough Test Number Thirteen

Win 1 point for every correct answer. See how wel l you can spot the draws by perpetual check and stalemate. Carefu l ly write down your answer ( in algebraic chess notation if appropriate) . Solutions: page 1 10.

8 7 6 5 4 3 2 1

1 ) White to move

8 7 6 5 4 3 2 1

White is a queen ahead. Would capturing the black pawn with 1 �xf7 be a good move or a big mistake in this position?

8 7 6 5 4 3 2 1

3) White to move White is a rook down, so would be delighted with a draw. Can you see the saving move, and explain how it forces a draw?

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8 7 6 5 4 3 2 1

2) White to move

8 7 6 5 4 3 2 1

The white king has no legal moves, and is not in check. So is this position a draw by stalemate?

8 7 6 5 4 3 2 1

4) Black to move

8 7 6 5 4 3 2 1

The black pawn is close to queening, yet this position will be a draw very soon. Can you see why?

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Winning Your First Games

The most basic winning strategy is to capture your opponent's pieces, anti then give checkmate using a queen or rooks • • •

(J c

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Winning Your Fi rst Chess Games

So how do you wi n a chess game? Wel l , the s imple answer is that you checkmate you r opponent!

There are various ways to set about th is. A good strategy is to fi rst win your opponent's pieces, one by one. Eventual ly you wi l l have enough extra fi repower to easi ly force checkmate. Another way to go material ahead is to promote one of you r pawns i n the endgame. With an extra queen it shou ld be simple to checkmate the enemy king.

A d ifferent wi nn ing strategy is to try a d i rect attack in the m idd legame. By attacking you r opponent's king with your pieces you might, sometimes, succeed in forcing a qu ick checkmate.

So, now you know some basic strategy! Now let's learn how to checkmate with an extra queen .

Mating with King & Queen against King

To ach ieve th is checkmate, Wh ite requ i res the assistance of h is own king to help herd the black king to the edge of the board. At the edge of the board there are far fewer escape squares avai lable to the black king. The fol lowing six d iagrams show a typical checkmating strategy.

8 7 6 5 4 3 2 1

a b c d e f

a b c d e f g h White to move

8 7 6 5 4 3 2 1

1 �f5 cuts down the options for the black king. After 1 . . . �c6 White's king advances with 2 Wd4, to help drive the black king to the edge of the board.

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8 7 6 5 4 3 2 1

Black to move

8 7 6 5 4 3 2 1

Now 2 ••• �d6 3 �f6+ forces the black king back another rank. After 3 . .. �d7, 4 �c5 ! is a further clever advance of the white king.

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Mating with King & Queen against King

8 7 6 5 4 3 2 1

Black to move

7 6 5 4 3 2 1

The net is tightening (if 4 . .. <;t>c7, then 5 'iVe7 + forces Black's king back still further). So Black sets a cunning stalemate trap with 4 • • . <;t>e8.

8 7 6 5 4 3 2 1

Black to move

8 7 6 5 4 3 2 1

See how the white queen has hemmed in the black king? The black king is now confined to the edge of the board. After 5 • • • �d8 White closes in with 6 �d6 .

8 7 6 5 4 3 2 1

White to move

8 7 6 5 4 3 2 1

A critical moment. Don't be tempted by 5 �d6 or 5 �c6 as these blunders give Black a draw by stalemate! The key move is 5 'iVg7.

8 7 6 5 4 3 2 1

Black to move

8 7 6 5 4 3 2 1

There is no defense for Black. If 6 . . • �c8 White checkmates with 7 'iVc7 (or if 6 ... �e8 there is a choice of checkmates, with 7 'iVe7 or 7 'iVg8) .

Watch Out for those Stalemate Tricks!

With practice, you' l l fi nd it easy to mate with King & Queen v King. But concentrate hard to avoid accidental ly stalemating your opponent. Remember, d raws by stalemate occur where a player has no legal moves, but his k ing is not i n check.

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Mating with Queen & Rook against King

Queen and rook working together can force checkmate qu ickly and easi ly. The fol lowing fou r d iagrams show a typical example.

8 7 6 5 4 3 2 1

White to move

8 7 6 5 4 3 2 1

Once again the plan is to force the black king to the edge of the board. After 1 .M g5 + the black king must retreat, e. g. with 1 • • • �d6 (it doesn't matter to which exact square).

8 7 6 5 4 3 2 1

a b c d e f g h White to move After 3 .M g7 + �dB the job is nearly done, as the black king has been forced to the edge of the board.

80

8 7 6 5 4 3 2 1

White to move 2 'iYh6+ repeats the procedure of driving back the black king. Black retreats again with 2 . . . �d7 (or 2 . . . �c7 or 2 . . . �e7).

8 7 6 5 4 3 2 1

White to move Now that Black's king can retreat no further, can you spot the killer move? Well done if you found it - 4 'iVhB checkmate!

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Mating with Two Rooks against a King

Checkmating with two rooks uses the standard procedure of driving the king to the edge of the board . See how B lack tries to obstruct matters by attacking a rook. But the long-range rooks can easily move away.

8 7 6 5

1

White to move

8 7 6 5 4 3

With 1 l:I b4 the rook takes control of the fourth rank, and prepares 2 l:I h5 + driving the black king back. But Black responds 1 .. . �c5.

8 7 6 5

1 a b c d e f g h

Black to move

8

4 3 2 1

Gradually the black king is driven back. 4 . . . <;itf7 again delays matters by attacking a rook. There follows 5 l:I a6 <;itg7 6 l:I b5 (a key maneuver) 6 .. . �f7.

8 7 6 5

1

White to move

8 7 6 5 4 3

As Black's king is attacking the rook, White moves it well out of danger with 2 l:I g4. After 2 ... �d5 normal service is resumed with 3 l:I h5 + �e6 4 l:I g6 + .

8 7 6 5

1

White to move The re-located white rooks can now administer checkmate in two moves: 7 l:I b7 + �e8 (it is the same after

8 7 6 5 4 3 2 1

7 . .. �g8 or 7 . . . �f8) 8 l:I a8 checkmate.

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Terribly Tough Test Number Fourteen

Win 1 point for every correct answer. These puzzles wi l l test your ski l ls at checkmating with queens and rooks. Carefu l ly write down your answer ( in algebraic chess notation where appropriate) . Solutions: page 1 10.

8 7 6 5 4 3 2 1

1 ) Black to move

8 7 6 5 4 3 2 1

The white king is trapped on the edge of the board. How many different ways can Black checkmate in one move from this position?

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

a c d e f g h 3) White to move How does White give checkmate in one move from this position?

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8 7 6

3 2 1

2) White to move

8 7 6 5 4 3 2 1

Here the black king is nearly trapped. Should White choose 1 <it>cS (closing in with his own king) or 1 �b2 (cutting off the black king)?

8 7 6 5 4 3 2 1

a b c d e f g h 4) Black to move

8 7 6 5 4 3 2 1

How do the black rooks work in tandem to give checkmate in just two moves from this position?

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PART FIVE

* Some Basic Tactics * How to Begin a Chess Game * * Planning & Strategy *

George thould have tfudied hit che11 tacfic1 more. In thi1 game he'd been pinned, forked, tkewered and porcupined.

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Some Basic Tactics

In chess the word tactics means a sequence of forcing moves that gains an advantage. During a game both players wi l l be constantly calcu lating possibi l ities in their heads. For example, you might be th inking " If I go there with my bishop, he captures my pawn, and then I take his rook. " You are calcu lating tactics!

Tactics are very important, as good calculations wi l l enable you to win material ( i .e. to capture your opponent's pieces and pawns) . The most frequently occurring tactical maneuvers have names, and one of the best ways to improve is to study these motifs.

The Three Most Important Tactical Motifs

* Forks * Pins * Skewers *

Now we are going to study these th ree motifs carefu l ly. I f you master these kinds of tactics, you wi l l qu ickly become a stronger player.

The Fork

If you play a fork you are creati ng a double attack. One of you r pieces attacks two or more vu lnerable enemy pieces at the same time. You might recogn ize two "prongs" of a fork in the d iagram below.

Black to move Here is an example of a fork by the white knight. The knight is attacking two valuable black pieces at the same time (the black king and queen).

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White to move The black king was in check and so had to move. Now White can capture the black .queen. The knight fork has won White a queen for nothing!

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Practicing Forks

When you play a fork, it does not matter if your opponent sees that you are attacking his pieces. You wi l l wi n material because you are carryi ng out a double attack. Your opponent cannot rescue both of his attacked pieces in the space of a single move.

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

a c d e f g h White to move Here we see a fork by the black queen, which is attacking two undefended pieces. Even though White is to move, either the white rook or the white bishop will be lost.

8 7 6 5 4 3 2 1

White to move

8 7 6 5 4 3

Can you spot the strong knight fork for White here? The move 1 ltjds attacks both black rooks (and rooks are more valuable than knights) .

8 7 6 5 4 3 2 1

Black to move

'/////>'//nz777/',hw//A

l'/7777.7/.'//h'/////77777-1

8 7 6 5 4 3 2 1

Here the white bishop has successfully forked the black king and rook. Black must move his king out of check, after which White can capture the rook with �xa8.

8 7 6 5 4 3 2 1

Black to move

8 7 6 5

It doesn't matter that the knight will be captured in exchange for a rook (i.e. 1 .. . � bb7 2 4Jxe7 � xe7). The swap favors White.

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Pins

A pin occurs when a defend ing piece cannot move, because it would expose a more valuable piece to attack. Some pins are almost harmless, but others are crush i ngly strong. Here is a gruesome example - Black is about to lose h is queen for a mere bishop.

8 8 Black (to move) is pinned.

7 7 White's bishop is pinning the black queen against the black king, along the diagonal. The queen

6 6 cannot sidestep the attack of the bishop, as this

5 5 would expose the black king to check.

4 4 The black queen (worth 9 points) is lost.

3 3 Black will only get a white bishop (worth 3 points)

2 2 in return.

1 1

More Instructive Pins

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

a g White to move Here the white queen - under attack from the black rook - is caught in a deadly pin. The queen cannot escape as it is pinned against the king. White will lose his queen, and will only get a rook in return.

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8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1

Black to move Here the black knight is doomed. It is pinned against the black rook by the white bishop. If the knight escaped from danger by moving, then the even more valuable black rook on b6 would be lost instead.

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Skewers

A skewer occurs where two enemy pieces are attacked along a rank, fi le or d iagonal . When the more valuable piece i n the front moves out of the way, the piece beh ind is captured .

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

Black (to move) is skewered. This is a common type of skewer, in which Black loses a rook for nothing . The black king is in check from the white rook, and must move. But after 1 . . . �e7, White has 2 .M xh8, winning the black rook for nothing .

A simple bishop skewer

8 7 6

5 5 4 4 3 3 2 2 1 1

a g Black to move Bishops are great at skewering! In this position material is level (each side has a queen, rook, bishop and five pawns). But Black plays 1 . . . Jtds, cruelly skewering White's queen and rook.

8 7 6

5 5 4 4 3 3 2 2 1 1

White to move Naturally White will save his valuable queen, at the cost of allowing his rook to be captured. After 2 jyd1 ltxh1 3 jyxh1 Black has successfully gained a rook (worth 5 points) for a bishop (worth 3 points) .

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Terribly Tough Test Number Fifteen

Chess tactics are the key to winn ing pieces and pawns. Award you rself 1 point for every correct answer. Carefu lly write down your answer in algebraic chess notation . Solutions: page 1 1 0.

8 7 6 5 4 3 2 1

1 ) White to move Can you spot a strong knight fork for White in this position?

8 7 6 5 4 3 2 1

3) White to move There is a move that pins and wins the black queen in this position. Which move?

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8 7 6 5 4 3 2 1

8 7 6 5

8 7 6 5 4 3 2 1

c g 2) Black to move What is the winning queen fork that Black can play in this position?

8 7 6 5 4 3 2 1

4) Black to move What is Black's winning move in this position?

8 7 6 5 4 3 2 1

8 7 6 5 4 3

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How to Begin a Chess Game

Kir1ty'1 new move in the Dragon variation wa1 definitely going to 1urpri1e George.

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How to Begin a Chess Game

The fi rst part of a game of chess is cal led the open ing. There many different possible chess openi ngs, but the objectives are usual ly the same:

* to develop the pieces ready for action * * to control the center of the board *

* to castle the king to safety *

I n the starti ng position of a game, your own pawns severely restrict the movement of you r pieces (the knights, bishops, rooks and the queen). So to develop these pieces onto usefu l squares, some pawn moves must fi rst be made. It is usefu l if these pawn moves can also claim some territory in the center of the board. Control of the center is desi rable, as it enables your pieces to work together better.

Let's look at an example of a chess open ing which i l l ustrates these ideas in action .

A Sample Chess Opening (the "French Defense")

8 7 6 5 4 3 2 1

/'/'0•,,-.,,/0"H/h'l

8 7 6 5 4 3 2

�������� 1

White has played 1 e4. This typical first move immediately activates some white pieces. White's queen and bishop -hemmed in before - now both have several squares they could potentially move to later on.

90

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 �(�-,�q���(�-,�(�1 1

Black has chosen 1 . . . e6, an opening move called the French Defense. White now replies 2 d4, another pawn advance that seizes territory in the center. The white .bishop on c1 is also activated.

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A Sample Chess Opening

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 �//////.,/'""''·w,"�"'(�rix7��,�,·��';�1 1 �������

Black's reply 2 . . . d5 was a central counter-attack with his own pawn. Now White's 3 l2jc3 has a dual purpose. The knight develops to an active square near the center. It also defends the attacked pawn on e4.

8 7 6 5 4 3 2 1

�""""/'"'"'"'"''�"/

8 7 6 5 4 3

See how well-placed the white bishop is on the d3 square, where it controls lots of squares. Now after Black's 7 .. . �e7 White is ready to castle his king to safety with 8 0-0.

8 7 6 5 4 3 2 1 �f'��·���:�('X''�('�1

8 7 6 5 4

Black has swapped pawns with 3 ... dxe4, and White is about to recapture with 4 t2Jxe4. Next, both sides continue with piece development: 4 ... l2jd7 5 l2jf3 t2Jgf6 6 t2Jxf6+ (a knight swap) 6 .. . l2jxf6 7 �d3.

8 7 6 5 4 3 2 1 �////h•r/ "�""•.,.,�,.,/ '"""'"'""""'/ ''""'1

8 7 6 5 4 3 2 1

After Black now castles with 8 ... 0-0 the opening stage is mostly over. White's next move might be 9 n e1 I 9 �gS, or 9 i¥e2 - all good piece­developing moves.

As these French Defense moves show, in some openings there is not much immediate contact between the white and black forces. Apart from a couple of swaps (a pawn and a kn ight each), both sides concentrated on contro l l ing the center, and on getti ng their pieces developed .

91

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8

7

6

5

A Dream Open ing Position

a b d e f h

a b c e f g h

3

2

1

This position shows an ideal open ing development of the white pieces.

• The white pawns on e4 and d4 occupy the center • The white bishops and kn ights are actively placed and also control central

squares • The white queen is developed (but not so far out as to be exposed to any

danger) . • The two white rooks exert pressu re down the central e- and d-fi les • White's king is castled to safety

92

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An Opening Trap to Avoid

As you are just learn ing chess, some of your friends might try to trap you with a sneaky opening known as Scholar's Mate. If you are not carefu l you could be checkmated i n only fou r moves! I n a Scholar's Mate, White a ims for a l ightn i ng­qu ick attack against the f7 square with h is queen.

7 6 5 4 3 2

��J��%�J=='��J���h���� 1 �����J£...�

7 6 5 4 3

The opening moves were 1 e4 e5 2 'i;Vh5 tt:Jc6 3 i,c4. White is attacking the f7 square with both queen and bishop. Let's see what happens if Black overlooks the threat and plays a move like 3 ... d6.

7 7 6 6 5 5 4 4 3 3 2 2

6�w��=�fi/����d���wfi/�� 1 1

7 6 5 4 3 2

��J��%�J=='��J�W�h���� 1 ��B.__,...j����

7 6 5 4 3

A disaster for Black has occurred! The white queen has captured with 4 'i;Vxf7, giving checkmate. The queen is protected by the white bishop, so there is nothing Black can do.

Fortunately, if you are playing Black, it is easy to stop Scholar's Mate. One way is to block the white queen's attack against the f7 square. In this position, 3 . . • g6 blocks the attack - and threatens the white queen. On 4 'i;Vf3 (attacking f7 again) the move 4 • . . tt:Jf6 safely blocks the attack once more.

I f your friends try to trap you with Scholar's Mate, you should be happy! This is because it is not real ly a good open ing for Wh ite . The white queen is developed too early and a queen developed too early i n the opening is easi ly attacked by enemy pieces. Provided you don't fal l for the checkmate, you should gain a nice position.

93

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Some Different Ways to Open a Chess Game

There are many d ifferent chess open ings. Here are the names and moves of a few of the most popular ones.

QUEEN PAWN OPENINGS

7 6 5 4 3 2 1 �:�-��£-�f�'-�f�l

7

6 5

6 6 5 5 4 4 3 3 2 2 1 ��=1���������� 1

7 6 6 5 5 4 4 3 3 2 2

lzuu.<,-/""'"''l//J.W/. 1 ��������� 1

94

The Queen's Gambit

1 d4 d5 2 c4

White offers to give up a pawn - a "sacrifice" - but usually Black declines with the solid reply 2 .. . e6.

The Nimzo-lndian Defense

1 d4 l2Jf6 2 c4 e6 3 l2Jc3 1i,b4

A counter-attacking system. Black immediately brings out his bishop and pins the white knight!

The King's Indian Defense

1 d4 Qjf6 2 c4 g6 3 Cbc3 1i,g7

Black is tempting White to build a big pawn center with 4 e4. Will that big center be strong or weak? An exciting system!

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Some Different Ways to Open a Chess Game

7 6 5 4 3 2 1 ����ur;��/77777"

7 6 5

1

7 6 5 4 3

6 5 4 3

6 5 4 3 2 1

6 5 4 3

KING PAWN OPENINGS

The Ruy Lopez

1 e4 e5 2 'Llf3 'Llc6 3 .tbs This old favorite has been popular for 1 50 years. It often results in a complex and blocked kind of game.

The Caro-Kann Defense

1 e4 c6

Regarded as a solid way to open. The most common follow-up goes 2 d4 d5.

The Sicil ian Defense

1 e4 c5

A hugely exciting defense. One crazy line starts 2 'Llf3 d6 3 d4 cxd4 4 '2Jxd4 'Llf6 5 'Llc3 g6 - the Dragon variation!

95

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Terribly Tough Tetf Number Sixteen

8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 ��������� 1

1 ) White to move You are ready to make your first move. If you had to choose between playing 1 e4 or 1 h3, which pawn move would be best?

8 7 6 5 4 3 2 1

�d����������d�����if��

a 3) Black to move

8 7 6 5 4 3 2 1

One of your friends has tried to trick you into a Scholar's Mate. Is 3 ... ctJf6 (attacking the white queen) a good defense in this position?

96

8 7 6 5 4 3 2

8 7 6 5 4 3 2 1 ���/-���rr;��'::Z'/-��/�;1 1 ������E?���

2) White to move The game has started 1 e4 e6. Can you give the name of the opening variation that Black is defending with?

8 7 6 5 4 3 2 1

4) White to move

//////,r/''//h://///,r////'1

g Who do you think has the better position, White or Black? To get your point you need to explain the reason.

8 7 6 5 4 3 2 1

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Planning & Strategy

Playing che11 make1 you think ahead. If i1 a challenge to plot clever 1frafegie1 to outwit your opponent.

Watching che11 i1 fun too - you can practice working out the be1f plan1 for both player1.

97

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Planning & Strategy

After 1 0-1 5 moves have been played, both players have usual ly fi n ished developing thei r pieces. The opening stage is over, and the middlegame begins. The midd legame cal ls for clever maneuvering, as both players try and gain smal l advantages in position .

8 7 6 5 4 3 2 1

98

Top Middlegame Strategy Tips

• Keep· a look out for a combination - a series of forci ng moves - that might win you pawns or pieces.

• Consider if a d i rect attack on the enemy king might work. Sometimes you can sacrifice you r own pawns and pieces if you can get at the enemy king.

• If there are no immediate combinations or attacks possible, just maneuver you r pieces into effective positions.

• Keep your king safe ! In the opening or middlegame your king should h ide beh ind you r own pawns and pieces for protection .

• One of the most important things is to think ahead! Try to anticipate what your opponent might play in response to your moves.

Here is an example of a successful middlegame attack

8 7 6 5 4 3 2 1

White to move

Here White has very few pieces near the black king. But surprisingly a direct checkmating attack is still possible.

1 �h6

This strong move wins instantly for White. The deadly threat is 2 �g7 checkmate next move (as the queen is protected by the white pawn on f6) . Even though it is Black's turn to move, there is nothing he can do_ to prevent White's threatened checkmate.

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A Combination to Win Material

Here is a simple example. of a combination to wi n materia l . The question is: should White capture the black pawn on dS with h is kn ight? At fi rst it seems this pawn is defended by B lack's own kn ight. But wait - look how White's rook is also helping to attack the dS-pawn ! Wh ite has more pieces attacking the dS-pawn than Black has defend ing it. Wh ite can win the pawn !

''//////,,Z/77777/,,////-'//,1 //7777Z'-'/////,,///77;'771

White to move

8 7 6 5 4 3 2 1

,'//////•'//77777/,'////,'//,1 //7777Zr.,/////,,///77;'771

White has won a pawn

8 7 6 5 4 3 2 1

After the capture 1 tt:Jxd5 it is true that Black can recapture the white knight with 1 • • • tt:Jxd5. However, White can in turn recapture the black knight with 2 n xd5.

Let's work out what has happened. White has captured a pawn and a knight. Black has captured just a knight. So the combination has won White a pawn.

Endgame Strategy - Use the King Actively

We have seen that king safety is very important i n the midd legame - your king must shelter beh ind pawns for protection. However, a transformation takes place once the endgame is reached . I n endgames there are few dangerous pieces left on the board . This means your king can - and should - be used actively.

h 8 7 6 5

2 1

Black to move In this pawn endgame, the winning strategy is for the black king to march right up the board! It is perfectly safe for the king to take an active role here, as the powerful pieces of both players have all been swapped off.

Play might go 1 . . . c;t>f6 2 �g2 \t>eS 3 \t>f3 \t>d4. Next move the bold black king will capture the white pawn on c4 for nothing, giving a winning advantage.

99

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Terribly Tough Te1f Number Seventeen

These fi nal positions are an inspi rational chal lenge - the puzzles a l l come from games played in international chess tournaments ! Your task is to find the dazzl ing sacrificial combination that forced a quick checkmate, or won material . Take 1 point for every correct answer, carefu l ly writing down your answer i n algebraic chess notation . Solutions: page 1 1 0.

8 7 6 5 4 3 2 1

1 ) White to move

7 6 5 4 3 2 1

Although material is level, White has a queen sacrifice offer that wins here. But you'll need to calculate two or three moves ahead!

7 6 5 4 3 2 1

3) White to move

7 6 5 4 3

There are some powerful white pieces near the black king. Can you calculate a winning rook sacrifice that strips away the black king's pawn shelter?

1 00

8 7 6 5 4 3 2 1

1'"""""'"-wn.w//�'?"""""";

2) White to move

8

2 1

Remember on page 98 how White forced checkmate with just a queen and pawn? You can use a similar idea here ­if you find a brilliant first move.

8 7 6 5 4 3 2 1

4) White to move This final puzzle features one of the most beautiful checkmating themes in chess ­the smothered mate ! How does White force checkmate in just two moves?

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PART SIX

Ki rsty v George The B I G MATCH

A great wsy to imprDve i1 to 1if tlown with your che11 set, sntl play over the gsme1 of lfrDng players.

You now know how to tlo thi1/ Make each move on the bosrtl 11 you read fhrDugh the che11 notation,

sntl 1futly the game, one move at 1 time.

1 01

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The Big Match : Kirsty and George Play a Game

Here is a complete game of chess to practice on : the big match between al l igator and pupi l ! Is Ki rsty real ly the Grand Al l igator of chess that she claims to be? Find out by playi ng over the fol lowing bri l l iantly played game . . .

8 7 6 5 4 3 2 1

a

a 8 7 6 5 4 3 2 1

a 1 02

Kirsty (white) v George (black) Opening variation: Sicilian Accelerated Dragon

8 7 6 1 e4

5 "There, that's my fi rst move, " said Ki rsty, moving her white e-pawn two sq uares

4 forward . "What do you th i n k of that !"

3 2 1

g

f h 8 7 "The old King's Pawn Game, eh?" said

George . "Wel l I know j ust the move to

6 deal with th is - the deadly Sici l ian Defense ! "

5 1 c5 4 3 "That's brave," said Ki rsty. "Do you m i nd

if I move my wh ite kn ight out to put

2 pressure on the center?"

1 2 t2Jf3

e g

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The Big Match : Kirsty and George Play a Game

8 8 "Not at a l l , " said George. " Because my black

7 7 kn ight is coming out to do exactly the same. "

2 . . . ltJc6 6 6 5 5 "The white d-pawn advances, which opens

4 4 usefu l l i nes for pieces l ike my bishop and

3 3 queen, " said Ki rsty. "Th is is a l l wel l -known from my famous book, Al l igator Chess

2 2 Openi ngs."

1 1 3 d4

8 8 "You can't fool me, " said George. " I can see

7 7 you are attacking my pawn . So I ' m going to

6 6 capture you r pawn fi rst. "

3 . . . cxd4 5 5 4 4 "As ACO says, " said Ki rsty, recaptu ring the

3 3 pawn on d4 with her wh ite kn ight, " it's only a swap, a pawn for a pawn . Wou ld you l i ke to

2 2 buy a copy?"

1 1 4 tt:Jxd4

a c e g "Not needed, " said George, push i ng h is g7

8 8 pawn to the g6 square. " It won't have th is

7 7 variation - I 've j ust invented it! It's the super-

6 6 d u per hyper-advanced u ltra-accelerated Dragon system . "

5 5 4 . . . g6

4 4 3 3 " H mm," said Ki rsty. "Perhaps, Grasshopper, I

have taught you too wel l . I 'd better play a

2 n ice safe move and develop my white

1 1 knight."

a g 5 ltJc3

1 03

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8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

1 04

The Big Match: Kirsty and George Play a Game

8 7 6 5 4 3 2 1

8 7 6 5 4 3 2 1

8 7 6 5 4 3

"Then I ' l l develop my bishop, " said George, movi ng i nstantly.

5 . . . itg7

" I note you r cu nn ing attack on my d4 kn ight, " said Ki rsty. " Fortunately I can protect it at the same time as developing my bishop to an active sq uare ."

6 ite3

"Wel l , my pieces are developi ng to active squares just as fast as yours, " said George. " Look: after my kn ight moves I 'm even ready to castle. "

6 .. . ct:Jf6

"Castle early and often - the fami ly motto, " said Ki rsty. "j ust what do you th ink of this c4 square? Isn't it a great active spot for my bishop to sit on?"

7 itc4

George was preoccupied. "How does that usefu l castl ing move go again?" he wondered. "Oh, that's right - the king moves two squares, and the rook comes to the other side. Easy! "

7 0-0

Kirsty was th inki ng hard . "A l ittle bishop retreat is cal led for, I th i n k, " she said after a few min utes' thought.

8 itb3

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The Big Match : Kirsty and George Play a Game

8 8 " Retreating already! What a wim pish move,"

7 7 said George, movi ng h is kn ight to attack the bishop. He cou ld tel l Ki rsty was rattled,

6 6 because she was taking so long to move.

5 5 8 . . . lZ:Ja5 4 4 3 3 "My e-pawn advances to attack you r other

kn ight, " said Ki rsty. "How about a l ittle swap -2 2 my pawn for you r kn ight?"

1 1 9 e5

8 8 7 7 "No way ! " said George, h u rriedly movi ng his

6 6 kn ight out of danger. "My kn ight is worth three ti mes as m uch as you r pawn ."

5 5 9 . . . lZ:Je8 4 4 3 3 "Bishop takes the f7 pawn - check! "

annou nced Ki rsty. 2 2 1 0 jLxf7+ 1 1

8 8 "What a bl u nder! " laughed George. " King

7 7 takes bishop. I 've won your bishop for just one pawn . "

6 6 1 0 . . . \t>xf7 5 5 4 4 "Oh dear," said Ki rsty, suddenly concentrati ng

very hard . "Wel l how about this kn ight move, 3 3 attacking your q ueen ?"

2 2 1 1 lZ:Je6

1 1

1 05

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The Big Match : Kirsty and George Play a Game

7 "Ca l l you rself a Grand Al l igator of chess do

7 you ?" laughed George . "Now I can captu re

6 6 you r knight for free with my ki ng."

5 5 1 1 . . . �xe6

4 4 "Check, " annou nced Ki rsty, movi ng her q ueen

3 3 to the dS square.

2 1 2 'i¥d5 +

1 1 g

8 " B ig deal, " said George. " I ' l l just move my

7 7 king out of check. I 've got an extra bishop

6 6 and knight, so I must be winn ing easi ly. "

5 5 1 2 . . . �f5

4 4 "Check again," announced Ki rsty, advanci ng

3 the white g-pawn two squares.

2 1 3 g4+

1 1

8 8 7 7 "Now you've lost a pawn as wel l , " hooted

6 6 George. "King takes pawn . "

5 5 1 3 . . . �xg4

4 4 " Rook to g1 - it's check again, " said Ki rsty. 3 3 1 4 g g1 + 2 2 1 1

1 06

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The Big Match : Kirsty and George Play a Game

8 8 "OK, my ki ng is a ti ny bit exposed i n enemy

7 7 territory, " said George. "B ut I can just move out of check. And look at a l l that extra 6 6 material I have won . Why don't you j ust

5 5 resign, Ki rsty?"

4 4 1 4 . . . �h3

3 3 "Check, " annou nced Ki rsty, movi ng her queen 2 2 to the g2 square.

1 1 1 5 �g2 +

"That is a lot of checks, " said George. " B ut 8 8 my ki ng sti l l has a free square to move to. "

7 7 1 5 . . . � h4

6 6 "And now th is fi nal wh ite queen move," said 5 5 Kirsty, "gives C H ECKMATE. You r king is

4 4 attacked and can't escape. You can't capture my queen, because it is protected by my

3 3 rook. You are a bishop and kn ight u p, but

2 2 you've lost the game ! "

1 1 1 6 �g4 CHECKMATE

8 8 7 7 George stared at the checkmate on the

6 6 chessboard, and sudden ly smi led . He real ized

5 5 that chess was easy to learn, but hard to master!

4 4 3 3 Lucki ly he had a famous Grand Al l igator of

chess to help teach h i m . 2 2 1 1

1 07

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Solutions to Terribly Tough Tests

Take one point for each correct answer. You can keep score by ticking a box on the right-hand side of each answer with a pencil. At the end of each part, add up your score and see how well you did!

PART ONE

Terribly Tough Test Number One (from page 8) 1 ) A white bishop and a black king. 2) The four ROOKS are missing. 3) There are 16 pawns (eight white and eight black). 4) There are four knights (two white and two black).

Terribly Tough Test Number Two (from page 1 2) 1 ) The black pawn. 2) No. The black pawn is in the way. 3 ) Two pieces (the black queen and the black bishop) . 4) The white pawn.

Terribly Tough Test Number Three (from page 1 6) 1 ) Two pieces (the black bishop and the black rook). 2) No. The white pawn is in the way. 3) Yes, the white king can capture the black knight. 4) The black king has only one legal move here (sideways) .

Terribly Tough Test Number Four (from page 20) 1 ) No. A pawn can only move two squares from its starting position. 2) The white rook. 3) The black rook. 4) The knight attacks three pieces (White's bishop, queen and rook).

Now Add up Your Points for Part One All 1 6 Grand All igator Standard 1 2-1 5 Excellent!

Terribly wrong (no points)

D D D D

D D D D

D D D D

D D D D

8-1 1 4-7 Average 0-3 More practice needed

Terribly right (one point)

D D D D

D D D D

D D D D

D D D D

Very Good

PART TWO Terribly wrong Terribly right (no points) (one point)

Terribly Tough Test Number Five (from page 30) 1 ) 1 d4. The "1 " shows it is move one; "d4" is the pawn's arrival square. 2) 1 • . . 1:! c2. The rook moves to the c2 square. 3) 1 4Jxc6. The knight captures on the c6 square. 4) 1 ... i,xb2. The bishop captures on the b2 square.

Terribly Tough Test Number Six (from page 34)

D D D D

1 ) It is a bad trade. White loses a knight (value three pawns) for only one pawn. D 2) The swap is equal. Each player has captured a bishop. D 3) Black should capture the white rook (worth five pawns). D 4) Swapping a queen (worth nine pawns) for a rook (worth five pawns) is a very bad trade. D Terribly Tough Test Number Seven (from page 42) 1 ) 1 ... l:;t xd2. 2) Yes, Black has the capture 1 • . • exd4. 3) 1 i,fs. 4) The queen should capture the black rook.

1 08

D D D D

D D D D

D D D D

D D D D

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PART TWO (Continued)

Terribly Tough Test Number Eight (from page 48)

Terribly wrong

(no points)

1 ) 1 ... t2Jd4+ puts the white king in check from the black kn ight. D 2) 1 i.,b5 + puts the black king in check from the white bishop. D 3) There are two ways to get out of check: 1 . . . i.,f8 or 1 . . . 'i!;>g7 D 4) There are four ways to block the check: t2Jd5, t2Je4, i_e4 or the pawn move e4 . D Terribly Tough Test Number Nine (from page 54) 1 ) 1 �b7 is checkmate. 2) 1 l:t e8 is checkmate on the back rank. 3) Black should prefer 1 . • . tt:Jc2 checkmate! 4) It is not checkmate as Black's queen can be captured with 1 i_xe1 .

Now Add up Your Points for Part Two

D D D D

Terribly right

(one point)

D D D D

D D D D

All 20 Grand Alligator Standard 1 6-1 9 Excellent! 1 0-1 5 Very Good 5-9 Average 0-4 More practice needed

PART THREE Terribly wrong

(no points)

Terribly Tough Test Number Ten (from page 60) 1 ) No. Black cannot castle because his knight is in the way. 2) No. The g1 square is attacked by Black's queen. 3) The d1 square. 4) The g8 square.

Terribly Tough Test Number Eleven (from page 66) 1 ) Black wins by 1 ... bxc1 =� checkmate - simultaneously capturing

a rook and promoting to a new queen. 2) 1 g7 wins easily: Black's king is too far away to stop the pawn

promoting next move. 3) White wins with 1 a7 h2 2 a8 =�. The new white queen now controls

Black's potential q ueening square. 4) U nderpromotion to a knight with 1 c8= tt:J + wins. The black king and

q ueen are both under attack.

Terribly Tough Test Number Twelve (from page 70) 1 ) The white pawn ends up on the c6 square. 2) No. As White's pawn has advanced from the e3 square (instead of the

e2 square), an en passant capture is not legal . 3) There are two ways to capture en passant here: 1 exf6 or 1 gxf6. 4) No.

Now Add up Your Points for Part Three All 1 2 Grand Alligator Standard 9-1 1 3-5 Average 0-2

Excellent! More practice needed

D D D D

D D D D

D D D D

6-8

Terribly right

(one point)

D D D D

D D D D

D D D D

Very Good

1 09

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PART FOUR Terribly wrong

(no points)

Terribly Tough Test Number Thirteen (from page 76) 1 ) A big mistake. 1 'i:Vxf7 gives Black a draw by stalemate. 2) No. White is not stalemated - he sti l l has the pawn move 1 f4. 3) 1 'i:YeB + sets up a draw by perpetual check - 1 . . . �h7 2 'i:Y h 5 + �g8

3 'i:Y e8 + etc. 4) 1 .•• �c3 (the only move for Black to keep defending his pawn) stalemates

the white king, so the game is drawn.

Terribly Tough Test Number Fourteen (from page 82) 1 ) There are three ways to checkmate: 1 . . . 'i:Ya1 , 1 . . . "!i'b1 and 1 . . . 'i:Yd2. 2) 1 'i:Yb2. A mistake would be 1 �c5, putti ng Black in stalemate. 3) 1 l::t b8 is checkmate. 4) 1 ••• l::[. g2+ forces White's king back (2 �c1 or 2 �b1 or 2 �a1 ) after

which B lack plays 2 .•. J::i, h1 checkmate.

Now Add up Your Points for Part Four All 8 Grand Alligator Standard 6-7 2-3 Average 0-1

PART FIVE

Excellent! More practice needed

D D D D

D D D D

Terribly wrong

4-5

(no points)

Terribly Tough Test Number Fifteen (from page 88) 1 ) 1 lt:Jc7. The knight forks the two black rooks. 2) 1 ..• 'i:Yd4+ forks the white king on g1 and the white rook on a1 . 3) 1 i.,b5 pins the black queen against the black king. 4) 1 • . . l:t a1 + is a skewer. White's king must move, when Black captu res

a rook for free with 2 . . . l::t xh 1 .

Terribly Tough Test Number Sixteen (from page 96) 1 ) 1 e4 is a better opening move than 1 h3 . It fights for central territory,

and assists with White's later piece development. 2) The French Defense. 3) No, 3 . . . tt:Jf6 is not a good move: White has 4 'i:Yxf7 checkmate! 4) White has a much better position: his piece development is more

advanced, his pawns control the center, and he has already castled .

Terribly Tough Test Number Seventeen (from page 1 00) 1 ) 1 'i:Yxd7! wins: 1 . . . \W/xd7 2 l:t b8 + forces a back-rank checkmate next move. 2) 1 ll h8 + ! (a rook sacrifice) �xh8 2 'i:Yh6+ �g8 3 'i:Yg7 checkmate. 3) 1 ll xh7 is crush ing. On 1 . . . �xh7, 2 ll h1 + �g8 3 l:t h8 is checkmate. 4) The q ueen sacrifice 1 'i:YgB+ forces either 1 . . . tt:Jxg8 or 1 . . . M, xg8,

whereupon 2 lt:Jf7 is checkmate.

Now Add up Your Points for Part Five All 1 2 Grand All igator Standard 8-1 1 3-5 Average 0-2

1 1 0

Excellent! More practice needed

D D D D

D D D D

D D D D

6-7

Terribly right

(one point)

D D D D

D D D D

Very Good

Terribly right

(one point)

D D D D

D D D D

D D D D

Very Good

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0 0

. '

1 1 1

Page 113: fORdl.booktolearn.com/ebooks2/entertainment/... · PART ONE * The Chessboard & Pieces * The Starting Position * How the Pieces Move * I I I ! I l ,r\ It Wal raining, and Ceorge wa1

1 1 2

Other chess books produced by . . . T

Including the 50 Deadly CMckmates Murray Chandler

Murray Chandler

HOW TO BEAT YOUR DAD AT CHESS (Chandler) 1 28 pages $1 6.95 £9.99

"Fun to read for players of any age or any strength " - Lubosh Kavalek, WASHINGTON POST

"A splendid Christmas presen t" - Ken Bloodworth, WESTERN MORNING NEWS

"The charm of this book is that every position is a deadly checkmate . . . simple but extremely instructional. Great fun " - Bernard Hannison, CHESS POST

"Thorough and en tertaining . . . the book is well designed and well written " - INSIDE CHESS

CHESS TACTICS FOR KI DS (Chandler) 1 28 pages $1 6.95 £9.99

"Though there are many, many, tactics books available, I 've not seen one that is so thoughtfully laid out and written so well for the junior player" - Daniel Lucas, KIDCHESS.COM

"As a teacher of scholastic/junior players, I have long wished for a comprehensive yet brief and inexpensive guide to chess tactics . . . finally a work that fits the bill" - Bill Whited, CHESS COUNTRY

"When you get deeper into the book, you 'll find tricks that even grandmasters could miss " - Stuart Solomon, CHESSVILLE

UNDERSTANDING CHESS MOVE BY MOVE (Nunn) 240 pages $22.95 £1 4.99

"First and foremost a teaching book . . . I am so taken by the clarity, simplicity and pure instructiveness of this book that my first instinct would be to give it to every student I know" - John Watson, THE WEEK IN CHESS

"A grea t book from one of the best chess writers in the World" - S�nen Segaard, SEAGMRD REVIEWS

"The analysis is first rate, the commentary cogent, and the production excellent" - Randy Bauer, BAUER'S REVIEWS·

Page 114: fORdl.booktolearn.com/ebooks2/entertainment/... · PART ONE * The Chessboard & Pieces * The Starting Position * How the Pieces Move * I I I ! I l ,r\ It Wal raining, and Ceorge wa1

[e)Aii'AIBIITI

With this charming book, children will delight in learning the basic

moves of chess- the most popular and challenging strategy game of all. All the rules of chess are clearly explained, step by step, assuming

no prior knowledge. The lessons are reinforced by the inventive tales

that George is told by his pet alligator Kirsty, self-proclaimed Grand

Alligator of chess.

Chess is recognized in many countries as a useful tool for developing

creative thinking in children. Although chess can be regarded as a

rather complex and mysterious game, the rules

themselves are straightforward. It doesn't take long to

learn how the pieces move, and even children as young

as five can enjoy exciting games. They will also thoroughly

enjoy out-witting friends and relatives!

Murray Chandler gained the chess

Grandmaster title by winning

events in New York and

Amsterdam. During 28 years as a professional player, he has

taken part in over 150 international tournaments , in 32 different countries. His previous books include the

best-selling How to Beat Your Dad at Chess.

Dr Helen Milligan is a World Chess Federation woman master, and a former British

Ladies Champion. She has represented Scotland in 11 Chess Olympiads. .? .

* ... ,.. , ·�"-''" "The best book of its type ever published"- Peter Connor, CHESS COUNTRY , � .... 1i·�

• >t·' • » �� "I have seen countless books on chess aimed at youngsters £9.99

' $16.95 �

over the years, but this is probably the nicest rssN-13= 978-1-9046oo-o6-o � introduction I have ever seen"- Alan Sutton, EN PASSANT rssN-1o: 1-904600-06-9

"The book is well thought out and can be enjoyed by kids

as young as 5." - Lubomir Kavalek, WASHINGTON POST

. .


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